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Memoir '44 Rules Database
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1185 matching records · page 63 of 99
Official FAQ v2 — PDF p. 20 [faq-20-0]
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- Rulebook excerpt
- Description
- Terrain 17 waDis & Gullies Q. In the Mediterranean Expansion rule book it says that Wadis have an Air Check value of 2, on the summary card it says 1. Which is correct? A. The correct Air Check value is on the summary card, i.e. 1. fRozen RiVeRs Q. An Infantry unit is attacked and forced to retreat onto a Frozen River. It has one figure left. Two dice are rolled. A Star comes up and the Infantry figure is eliminated. Does this count as a medal for the opponent? A. Yes. When rolling for units moving or retreating onto a Frozen River, we have the opposition player roll to see if the ice is thin and figures are lost. Note: Frozen Rivers are the only terrain where its effect is still applied when a unit retreats onto it. Q. When a unit is already on a Frozen River hex, does it need to roll if it does not move? A. No Q. If a Tiger Tank tries to cross a Frozen River but rolls a Star, is the Tiger destroyed or do we re-roll each Star? A. The rules for Frozen Rivers say that for each Star rolled, one figure is lost. A Tiger Tank unit only has one figure, no re-roll is required to eliminate the single figure Tiger Tank unit. Crossing a Frozen River with a Tiger Tank unit is indeed a risky move. Q. Can a unit move or retreat directly from a Frozen River to a Bridge or vice versa? A. No. This move or retreat move is not possible. 44 3 ✪ Side slopes impassable, both in and out ✪ No movement restrictions through open ends ✪ Infantry or Armor battling in or out of a Wadi or Gully must be adjacent to target ✪ Do not block line of sight. Unit in Wadi or Gully blocks line of sight as normal-1 1 -1 -1 CiTy Ruins 45 2 DRaGon’s TeeTh 46 5 47 3 ✪ Frozen Rivers may be crossed, at a risk ✪ Moving or retreating onto a Frozen River hex, roll 2 Battle dice; for each star rolled, lose 1 figure ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0 hills wiTh foResTs 48 3 hills wiTh VillaGes 49 3 RaVines 50 3 TRenChes 51 2 6
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Record 47712 · faq · Review: approved
Official FAQ v2 — PDF p. 21 [faq-21-0]
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- Rulebook excerpt
- Description
- Terrain 18 CaVes on hills anD MounTains Q. When a Japanese Infantry unit wants to move between Cave hexes, can it move anywhere on the board or can it only move to adjacent Caves? A. A Japanese Infantry unit can move from one Cave to any other empty Cave hex on the board; they do not have to be adjacent. Q. After moving through a Cave network, can a Japanese Infantry unit Take Ground after a successful Close Assault? A. Yes Q. Only the Japanese units benefit from the defense of Caves, but if an Allied unit is on a Cave hex do they enjoy the defensive benefit of the underlying terrain? A. Yes. Allied units receive the battle benefit from the underlying Hill (-1 from below) or Mountain (-2). Q. After reading the rule book and Summary Cards, I’m not clear on what the battle die reductions are for this terrain. A. The statement at the bottom of these cards has caused some confusion. The correct rules are: Armor and Infantry will battle at -2 when attacking a Japanese Infantry unit on any Cave hex, regardless of elevation. Armor and Infantry will battle at -1 when attacking a non-Japanese Infantry unit on a Caves on Hills hex from below (just like normal Hills). hQs & supply TenTs Q. The HQ & Supply Tent rule states that you must re-claim this hex before you get your full hand of cards back. Can I just eliminate the enemy unit, or do I have to move a friendly unit onto the hex to re-claim it? A. A friendly unit must move onto the HQ & Supply Tent hex and occupy it. When you reoccupy the hex, immediately draw a Command Card to replenish your hand. 52 2 ✪ No movement restrictions for Infantry on Hills ✪ Impassable by Armor & Artillery ✪ Block Line of Sight (except from contiguous adjacent Hills at same height) -1 2 -1 53 4 ✪ Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain. ✪ Impassable by Armor & Artillery ✪ Block line of sight (except from contiguous adjacent mountains) -2 2 -2 ✪ Japanese Infantry may move from cave to empty cave as full turn move and still battle; Japanese unit in cave must ignore all flags ✪ Allied Infantry moving onto Cave hex may seal it by rolling a in Close Assault, in lieu of battling, if adjacent hexes are clear of enemy -2 -2 * vs. Japanese in caves fish ponDs 54 6 hospiTals 55 5 56 5 ✪ No movement restrictions ✪ No combat restrictions ✪ Block line of sight-0 1 -0
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Record 47713 · faq · Review: approved
Official FAQ v2 — PDF p. 22 [faq-22-0]
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- Rulebook excerpt
- Description
- Terrain 19 JunGles Q. When it says that a unit can attack if it moves onto a Jungle hex from an adjacent hex, does it have to start from an adjacent Jungle hex when the unit is ordered to move or can the unit come from any terrain? A. To battle when entering a Jungle hex, your unit must be adjacent to the Jungle hex when ordered. It does not matter what type of hex the unit moves from. Q. When ordered by the Behind Enemy Lines card, if an Infantry unit moves three hexes into a Jungle hex, may it battle? A. No. Units must start in a hex adjacent to a Jungle hex to move onto the Jungle hex and still battle. Q. Can a Sniper move two hexes into a Jungle hex and still battle? A. A Sniper moves like a Special Forces Infantry unit, one or two hexes and battle. Jungle terrain rules do not allow a Special Forces Infantry unit to move two hexes into the Jungle hex and still battle. Therefore a Sniper cannot move two hexes into a Jungle hex and battle. foRDable sTReaMs The Air Pack manual had a misprint for the following Pacific Theater scenarios: » 3 - Tenaru .......................................page 72 » 5 - Matanikau River ........................page 74 » 7 - Clearing Matanikau River ..........page 76 » 8 - Guam Landings .........................page 77 » 9 - Japanese Counter-Attack ..........page 78 All the streams in these scenarios are Fordable Streams (Terrain 61 - Fordable Streams), not Fords & Fordable Rivers (Terrain 41). Q. In Hedgerow Hell, the text says “Fordable Streams” but the reference card is #41 for Fords & Fordable Rivers. Which is the correct water feature? A. None of the water courses in this area could be classified as large rivers, so the Special Rules as written - All the streams are fordable (Terrain 41 - Fords & Fordable Rivers) is the correct summary card for the Hedgerow Hell scenario. 57 5 ✪ Unit moving in must stop ✪ Unit moving into may battle if unit starts its move in adjacent hex ✪ If Armor unit starts its move in adjacent hex and makes a successful combat against unit in a Jungle hex, it may Take Ground and do an Armor Overrun ✪ Block line of sight -2 2 -1 laboR CaMps 58 5 pieRs 59 6 RiCe paDDies 60 6 61 6 ✪ Unit entering Fordable Stream must stop ✪ Unit may still Take Ground and Armor Overrun ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0
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Record 47714 · faq · Review: approved
Official FAQ v2 — PDF p. 23 [faq-23-0]
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- Rulebook excerpt
- Description
- Terrain 20 Rope bRiDGes Q. May Armor or Artillery use a Rope Bridge? A. No. Infantry has no movement restrictions but it is impassable to Armor and Artillery units. eRGs & RiDGes Q. Are Ergs & Ridges really treated like Hills in regard to Battle dice? A. Yes. When battling a unit on a Hill (or Erg & Ridge) with another unit on a Hill (or Erg & Ridge), there is no dice reduction if they are at the same height, which they are unless otherwise stated. This is true regardless of whether the terrain is connected (i.e. contiguously adjacent or not). This is consistent with the summary cards, and with the general spirit of keeping the game simple. Sorry for the extraneous and erroneous mention in the rules of the Mediterranean Theater. balkas Q. The card says that when moving into or out of Balkas, units must stop and move no further. Does that mean units can’t Take Ground or Armor Overrun? A. Yes. Units may not Take Ground or Armor Overrun on the turn they move into or out of Balkas. Q. If a unit starts its turn in a Balka hex and moves into an adjacent, contiguous Balka hex, does it still have to stop and move no further on that turn? A. Yes. Even though it may seem counterintuitive, units must stop whenever they enter a Balka hex even if they are moving from a connected Balka hex. Note: Units still may not Take Ground or Armor Overrun when they move from adjacent, contiguous Balka hexes. 62 9 ✪ No movement restrictions ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0 esCaRpMenTs 63 5 64 4 ✪ Unit moving up the ridge must stop and may move no further on that turn ✪ Block line of sight (except from adjacent contiguous terrain at same height) -1 2 -1 65 ✪ Unit moving in, or exiting a Balka hex must stop and may move no further on that turn ✪ Unit may move out of a Balka directly onto a Bridge and vice versa, but must stop when doing so ✪ Unit battles out at -1 die ✪ Do not block line of sight. Unit in Balka blocks line of sight as normal-1 1 -1 -1
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Record 47715 · faq · Review: approved
Official FAQ v2 — PDF p. 24 [faq-24-0]
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- Rulebook excerpt
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- Terrain 21 Q. The rule about stopping when moving onto a Bridge seems superfluous given the fact that units must already stop when exiting a Balka hex. Why is this example mentioned specifically? A. The reason for this statement was to avoid players thinking a unit on a Balka hex could be hiding under a Bridge and protected by the Balka die reductions. A unit on a Balka/Bridge hex is considered on the Bridge just like a unit on a Bridge over a Fordable River is not considered on the Fordable River. abaTis Q. It says in the Campaign Book #1 that Abatis is like Wire except impassable to Armor and Artillery. It also says in the Terrain pack that the Engineer units may remove Wire and battle with -1 die. So may an Engineer unit enter an Abatis hex, remove the Abatis and battle out at -1 die? A. No. An Engineer unit that moves onto an Abatis may remove the obstacle instead of battling. 66 11 ✪ Impassible by Armor and Artillery ✪ Infantry moving in must stop and may move no further on that turn ✪ Infantry battles out at -1d ✪ Infantry may remove abatis instead of battling ✪ Do not block line of sight -0 1 -0 CasTle 67 #4 Q. What was your inspiration behind creating the Commands & Colors game system? A. I started playing Avalon Hill board wargames and historical miniatures in the late Sixties. As time went by I found that I could not devote as much time to gaming. Many of the guys in the game group, because of family and job pressures, were in the same boat. I had already written several sets of traditional miniature wargame rules for the group, but knew that we needed something different. I had lots of American Civil War (ACW) miniatures so my focus was on ACW. Taking what I liked about miniatures and combining this with the best elements of board games, the first Commands & Colors rules set was written around 1975. The group enjoyed the ACW game so much that in time we had expanded the system to include our Napoleonics and the American Revolution miniatures we had collected. In 1999 we finally licensed Battle Cry to Hasbro and the rest as they say, is Commands & Colors History. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47716 · faq · Review: approved
Official FAQ v2 — PDF p. 25 [faq-25-0]
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- Rulebook excerpt
- Description
- Actions 22 iii. aCTions blowinG up bRiDGes Q. Do you have to be adjacent to the Bridge to blow it? A. No. Blowing up a Bridge is a card play that does not require a unit to be adjacent to the Bridge unless stated otherwise in the Special Rules. Note: The rules for blowing up a Bridge are not permanent rules, but rather scenario-specific additions, outlined in the Special Rules section of each scenario. Q. If a unit is on a Bridge when it is blown up, is the unit destroyed? A. Yes. The whole unit is destroyed along with the Bridge. The unit counts as a Medal. Q. If I’m allowed to build Pontoon Bridges, and my opponent is allowed to blow up Bridges (like in Cadets of Saumur), can my opponent blow up a Pontoon Bridge I just built? A. Yes. aiR sTRikes & bliTz Q. If both the Axis and Allied player can use Recon 1 cards as Air Power /Air Sortie (of which there are no current official scenarios), will a Counter-Attack follow the card or the effect that was chosen by the opponent? A. The Counter-Attack card may be used as a Recon 1 or as an Air Power /Air Sortie , it would be the Counter Attacking player’s choice. ReinfoRCeMenTs 1 9 2 8 Option 1 ✪ Play Section card matching Bridgeʼs section ✪ Bridge is removed, card is lost and never replaced! Option 2 ✪ Play Section card matching Bridgeʼs section ✪ Roll 2 dice - a star blows Bridge ✪ Draw replacement card, regardless of outcome 3 8 Air Strikes ✪ When a player is capable of making Air Strikes, in conditions specified by the scenario, any Recon 1 card he plays may be played as an Air Power card instead (Air Sortie if Air Rules in effect) ✪ The Air Strike must target at least one hex in the section designated by the Recon 1 card played as the Air Power Blitz ✪ The Axis player can make Air Strikes at will when playing a Recon 1 card. ✪ Allied armor can move a maximum of 2 hexes and battle Q. When did you learn about Memoir ’44 and when did you start playing the game? A. I learned about Memoir ’44 in Spring 2006 when a colleague of my office (Amiral Nakhimov) told me about this game. I began to play in May 2006, I think. » Jacques David ⟨Memoir ‘44 Player - France⟩
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Record 47717 · faq · Review: approved
Official FAQ v2 — PDF p. 26 [faq-26-0]
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- Rulebook excerpt
- Description
- Actions 23 Collapsible RafTs & boaTs Q. Can a unit move from a Boat directly onto an adjacent Bridge hex? A. No. A unit may only enter a Bridge hex from a land hex, not directly from a Collapsible Raft or Boat. Q. If a unit is on a River hex using its Boat but is forced to retreat back out of the water, does it lose the Boat? A. Units that are in Collapsible Rafts & Boats cannot retreat. Instead, the unit loses one figure for each Flag. Q. Can an Infantry unit on a Boat move along a River? A. Yes. The unit may move onto the River hex using the Boat in turn one. On another turn, it may be ordered to cross the River, in which case the unit moves onto a land hex on the opposite side or moves back to the side of the River it started on. After either of these choices, the Boat is removed and the unit may not use the Boat again. A third option when the unit is on a Boat in the River is to move to an adjacent River hex. A unit in a Boat has the choice of all three options each turn it is on a River. foRwaRD spoTTinG 4 8 ✪ Available to Infantry only ✪ Unit in boat may move on River & Waterways, but must stop and may move no further on that turn ✪ Unit battles at -1 die ✪ Unit does not retreat, instead loses 1 figure for each flag ✪ When unit disembarks, boat may no longer be used 5 8 saboTaGe 6 7, 9 fReeinG pRisoneRs 7 8 Q. Are there any rules you have to look up on a regular basis? A. When I host a game of Memoir, I usually give a brief review of any special expansion rules, unusual terrain rules or scenario specific rules prior to the start of the battle, which certainly helps me and the other players remember minor rules and also eliminates most rule questions. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47718 · faq · Review: approved
Official FAQ v2 — PDF p. 27 [faq-27-0]
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- Rulebook excerpt
- Description
- Actions 24 heRoiC leaDeR Q. The rules for the Heroic Leader in the Terrain Pack says that if a unit with a Heroic Leader is eliminated and no Star is rolled, the token goes to the nearest friendly unit. The Summary card says he goes to the nearest friendly Infantry unit. Which rule is correct? A. The Summary card is correct; the Heroic Leader must move to an Infantry unit. As stated on page 11 of the Air Pack Rule book: “They (Summary Cards) override previous versions of the rules and existing cards, where available.” Q. In the unlikely event that there are no other Infantry units for the Heroic Leader to move to, but he survives his unit being eliminated, what happens to him? A. If there is no Infantry unit to move to, the Heroic Leader is eliminated and will count as a medal for the other player. noRTh afRiCan DeseRT Rules Q. With the North African Desert Rules, when an Armor unit Takes Ground after a successful Overrun combat can it move two hexes again? A. No. It may only Take Ground onto the vacated hex after the Overrun combat. Q. Under North Africa rules, if an Armor unit destroys an enemy unit in a Town or Palm Forest, can it Take Ground into that hex and then come out to do a Desert Overrun attack? Or must it stop moving after it Takes Ground? A. The Palm Forest hex has the same terrain effect as a Forest; therefore a unit that enters a Palm Forest hex must stop and may move no further on that turn. Also note, a unit may not battle the turn it moves onto a Palm Forest (or Forest) hex. The Desert Town & Village hex has the same terrain effect as Towns & Villages from the base game; therefore a unit that enters a Town hex must stop and may move no further on that turn. As with all Town hexes, a unit may not battle the turn it moves onto the hex. 8 9 When Heroic Leader rules are in effect: ✪ Use a Battle Star to add a heroic leader to an infantry unit ✪ Infantry unit with heroic leader may ignore one flag ✪ Infantry unit with heroic leader battles at +1d. ✪ When Infantry unit with heroic leader is eliminated, roll two Battle dice; if at least 1 star is rolled, leader is lost and counts as a Victory medal; if heroic leader survives, move him to nearest friendly infantry unit. Q. Who do you normally play Memoir ’44 with? A. I am a very lucky gamer because I have a great group of friends in the Orlando, Florida area that game. We normally play three-on-three even for our standard size Memoir battles. The Field General in the center hands out the Command cards, but normally receives plenty of advice from his left and right wing Commanders before he decides on a card to play. » Richard Borg ⟨Designer of Memoir ’44⟩ ✪ On successful Close Assault, Armor may move into vacated hex and move 1 additional hex before battling again. 9 3
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Record 47719 · faq · Review: approved
Official FAQ v2 — PDF p. 27 [faq-27-1]
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- Rulebook excerpt
- Description
- ee even for our standard size Memoir battles. The Field General in the center hands out the Command cards, but normally receives plenty of advice from his left and right wing Commanders before he decides on a card to play. » Richard Borg ⟨Designer of Memoir ’44⟩ ✪ On successful Close Assault, Armor may move into vacated hex and move 1 additional hex before battling again. 9 3
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Record 47720 · faq · Review: approved
Official FAQ v2 — PDF p. 28 [faq-28-0]
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- Description
- Actions 25 Q. Is Desert terrain different from Beach, even though they look similar? A. Yes. Desert should be played like open countryside terrain. Note: On a winter board snow hexes should be played like open countryside terrain. bliTz Rules Q. When the Blitz Rules say the Allied Armor can only move two hexes and battle, does that mean it can move three hexes and not battle? A. No. During Blitz Rules, Allied Armor movement is limited to a total of two hexes whether they battle or not. Q. The Blitz Rules allow me to use a Recon 1 card as an Air Strike or Air Power card. If I used it as an Air Strike (or Air Power), do I still get to draw the extra card? A. No. You play it EXACTLY like an Air Power or Air Strike, so you do not get to draw two cards. CaMouflaGe Q. Does a Camouflaged unit count toward Air Check? A. Yes. The rule reads - If there are adjacent enemy units, roll one additional die for each adjacent enemy unit and two for each adjacent enemy Airplane (Air Pack p. 8). It does not matter if the unit is visible to the flying Airplane in this case. Q. If a Grenade is rolled against a Plane which is next to a Camouflaged unit, does the opponent get a medal? A. Yes. The rule reads - Opponent gains a Medal only if one of his units was adjacent to the Airplane at the time of the Air Check. Again, it does not matter if the unit is visible to the Airplane in this case. Q. If a Camouflaged unit is attacked but does not battle itself, does it keep its Camouflage? A. Yes. supply TRain/ ReinfoRCeMenTs 13 12 DesTRoy supplies 14 11 oasis ReCoVeRy 10 3 RaDaR aleRT 11 11 CapTuRinG eQuipMenT 12 8 15 4 ✪ Axis may play a Recon 1 card as an Air Power card (Air Sortie if Air Rules) in same section ✪ Allied Armor move 2 hexes max and Axis Armor move 3 hexes 16 5 8 ✪ A Camouflaged unit may only be targeted in a Close Assault ✪ A Camouflaged unit that moves or battles lose its Camouflage
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Record 47721 · faq · Review: approved
Official FAQ v2 — PDF p. 29 [faq-29-0]
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- Description
- Actions 26 Q. If a Camouflaged unit is forced to retreat does it keep its Camouflage? A. No. If a Camouflaged unit moves in any way, it loses its Camouflage token. Q. If a Camouflaged unit Ambushes a unit that is attacking, does it keep its Camouflage? A. No. If a Camouflaged unit battles at any time, it loses its Camouflage token. Q. Can a Camouflaged unit be Strafed by an Airplane? A. No. A Camouflaged unit may only be targeted in a Close Assault and an Airplane cannot Close Assault. Q. If a Camouflaged unit is being attacked in Close Assault, can a Plane provide support, in order to neutralize terrain/Bunker protection? A. Yes. An Airplane, using its Ground Support Special Action, will negate terrain protection for all enemy units adjacent to the Airplane and attacked by ground troops in Close Assault this turn. CapTuRe hQ/supply TenT Q. The Capture HQ/Supply Tent rule states that you must re-claim this hex before you get your full hand of cards back. Can I just eliminate the enemy unit, or do I have to move a friendly unit onto the hex to re-claim it? A. A friendly unit must move onto the HQ/Supply Tent hex and occupy it. When you reoccupy the hex, immediately draw a Command Card to replenish your hand. hospiTal ReCoVeRy Q. The rules for Hospital Recovery say that you can’t move on the turn you heal. Does that mean a unit must move onto the hex one turn and heal on the next turn? A. Yes. For a unit to heal, it must start the turn on the Hospital Hex and cannot move after healing. niGhT aTTaCks Q. The text at level six of the Night Visibility Chart is a little confusing. It would be much clearer if level six simply stated “Visibility Unlimited” in big letters and dispensed with the hex graphic. A. Good point. At level six, visibility is unlimited. Q. Under night rules, can an Airplane be brought onto the board before full daylight? A. No. Q. Before full daylight can an Air Sortie be used to order one unit on the board? A. No. An Air Sortie card can only order an Airplane. If a Tactic card can be used to order another unit, the card will clearly outline that ability. ✪ When Capture HQ/Supply Tent rules are in effect, owner of captured HQ/Supply Tent immediately loses 1 random Command Card. If owner reclaims HQ/Supply Tent, he replenishes his hand. 17 5 18 5 ✪ When Hospital Recovery rules are in effect, an Ordered Infantry on Hospital hex with no adjacent enemy may recover lost figures. The unit cannot move or battle this turn. Recovery ✪ Roll 6 Battle dice. For each die matching the unitʼs symbol or a star, 1 lost figure is returned to the unit. The unit may not gain more figures than it originally had. 19 8 Use Night Visibility Chart ✪ Each turn Allied player rolls 4 dice, each Star increases visibility ✪ When full daylight is reached chart set aside, normal visibility conditions resume
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Record 47722 · faq · Review: approved
Official FAQ v2 — PDF p. 29 [faq-29-1]
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- Rulebook excerpt
- Description
- cover lost figures. The unit cannot move or battle this turn. Recovery ✪ Roll 6 Battle dice. For each die matching the unitʼs symbol or a star, 1 lost figure is returned to the unit. The unit may not gain more figures than it originally had. 19 8 Use Night Visibility Chart ✪ Each turn Allied player rolls 4 dice, each Star increases visibility ✪ When full daylight is reached chart set aside, normal visibility conditions resume
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Record 47723 · faq · Review: approved

