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1185 matching records · page 64 of 99
Official FAQ v2 — PDF p. 3 [faq-3-0]
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- Contents iii XI. Overlord 63 General Questions 63 Imperial Japanese in Overlord 63 Airplanes in Overlord 63 Overlord on the Eastern Front 63 XII. Scenarios 65 Battle of Abbeville 65 Breakout At Klin 65 Breakthrough at Mortain 65 Breakthrough to the Beach 66 Cadets of Saumur 66 First Wave - Omaha Beach 66 Hedgerow Hell 67 Manado Landings 67 The Meat Grinder 67 Misprints in the Air Pack 68 Nijmegen Bridges 68 Noville to Foy 68 Operation Epsom 68 Operation Lüttich 69 Operation Market Garden 69 Pegasus Bridge 69 Peleliu Landings Overlord 70 Pointe-Du-Hoc 70 Raid on Barce 70 Red Barricades Factory 70 Resistance at Marvie 71 River Bug 71 Sainte-Mère-Eglise 71 Saverne Gap, Vosges 72 Schwammenauel Dam 72 Sea of Azov 72 St. Vith 72 The Surrender of Elster’s Column 73 Sword Beach (Breakthrough) 73 Sword of Stalingrad 73 The Tatsinskaya Raid 74 Wake Island 74 Foreword Welcome to the Official FAQ Document for Memoir ’44. As many of you have discovered, Memoir ’44 by design is not a complex game. With this in mind, our goal from the very outset was to present the rules for the core set and all expansions in a logical and concise manner. The only problem is that players sometimes have different interpretations of how to play no matter how concise the rule, and they look for clarification to be sure they are playing correctly. An official comprehensive clarification is finally here in this Frequently Asked Questions (FAQ) document for Memoir ’44. The FAQ document covers all card questions and mirrors the Official Card Compendium. The Card Compendium can be found at www.memoir44.com and is the most up-to-date location for future questions. In addition to card questions, this document covers general Memoir ’44 questions, overlord questions, and questions about specific scenarios. We encourage players to print this document and keep it in their Campaign Bag for easy reference. A special thanks goes out to Jesse Rasmussen whose dedicated effort on this project was inspiring. Thanks Jesse! Have fun and enjoy! and the Scouts of Memoir ‘44 When used, these icons refer to the following expansions for MeMoiR ’44. The numbers in front of the icons refer to page numbers in the indicated expansion rule book. Base Game Eastern Front Terrain Pack Desert/ Winter Pacific Theater Air Pack Battle Maps Med. Theater Campaign Book #1 Winter War Campaign Book #2 Breakthrough Kit Equipment Pack
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Record 47684 · faq · Review: approved
Official FAQ v2 — PDF p. 30 [faq-30-0]
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- Actions 27 paRaDRop Q. During a Paradrop, are all of the Paratrooper figures dropped at the same time? A. Yes. Put the Paratrooper figures in your hand. Position your hand about 12” above the board and just open your hand. You should try to have them all fall out at about the same time. Q. If two figures drop into the same hex, are both of them out of action? A. Yes. If any part of the figure is on the same hex as a friendly or enemy figure and also on a hex with no other figure, the Paratrooper figure is out of action. Q. What part of a Paratrooper figure determines which hex it is in? A. When a figure is on more than one hex, the player that had the Paradrop may choose any of these hexes to place the figure and the rest of the unit. If however, part of the figure is in a hex and part is off the board (or in the same hex as any other unit), it is out of action and removed from the board at no medal cost. Q. If I am playing a scenario that allows me to drop Paratroopers before my first turn (i.e. Sainte-Mère-Eglise), do I draw my cards before the paratroop drop and thus gain an advantage of knowing where I should drop? A. Yes, you get to draw your cards before the paratroop drop. sMoke sCReen Q. Smoke rules are different in Campaign Book #1 and Campaign Book #2, so which rules take precedence? A. Because the scenarios in CB #1 were tested using the Smoke Screen rule as written in CB #1, you can play it that way in the specific Campaign Book. However, the smoke screen rules as written in CB #2, “A Smoke screen lasts 2 full turns: after your opponent’s first turn, flip the markers over. You then both play another turn before removing the markers”, seems to be a more logical way to play. 20 11 ✪ Drop all figures onto the board from the height of the box set on its side ✪ If a figure lands on an impassable hex, on a hex with other figure(s), or out of the board, it fails to land safely; remove the figure(s), at no medal cost ✪ Otherwise, the figure has successfully parachuted; add the # of figures required to form a full Unit in that hex. ✪ Unit may not move or battle the turn it lands 21 10 ✪ Place Smoke Screen markers on 3 adjacent contiguous hexes ✪ Once your turn has elapsed, flip Smoke Screen markers over ✪ Once your 2nd turn has elapsed, remove Smoke Screen markers ✪ Units can move on and through Smoke Screen without penalty ✪ Smoke Screen blocks line of sight ✪ Unit on Smoke Screen hex may be seen and see out of that hex aRMoR bReakThRouGh 22 12 Q. What is it about Memoir ’44 that keeps you around? Why haven’t you lost interest in this game? A. The history behind the game was what first got me hooked on Memoir ’44 and that aspect is still as strong as ever. Each new expansion that comes out makes me interested in learning about another aspect of World War II. The other thing that keeps me around is the community surrounding this game! I enjoy getting to know the men and women at Days of Wonder, and I like interacting with such a diverse group of
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Record 47724 · faq · Review: approved
Official FAQ v2 — PDF p. 30 [faq-30-1]
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- ht ✪ Unit on Smoke Screen hex may be seen and see out of that hex aRMoR bReakThRouGh 22 12 Q. What is it about Memoir ’44 that keeps you around? Why haven’t you lost interest in this game? A. The history behind the game was what first got me hooked on Memoir ’44 and that aspect is still as strong as ever. Each new expansion that comes out makes me interested in learning about another aspect of World War II. The other thing that keeps me around is the community surrounding this game! I enjoy getting to know the men and women at Days of Wonder, and I like interacting with such a diverse group of fans on the forums and in the online game. Through my interactions, I feel like I have friends around the world who share my enjoyment of this great game and the history it’s built on! All of these factors put together indicate that I’ll be enjoying Memoir ’44 and bothering the community for a good long while still. 🙂 » Jesse Rasmussen ⟨Memoir ’44 Player - United States⟩
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Record 47725 · faq · Review: approved
Official FAQ v2 — PDF p. 31 [faq-31-0]
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- Actions 28 eXiT MaRkeRs Q. May I use the extra hex move in the North African Desert Rules to Take Ground with an Armor unit and then Exit the board to score a medal? A. Yes, Taking Ground and then exiting the board is possible on the Armor Overrun when North African Desert Rules are in effect. Q. If Exit rules are in effect and my opponent forces me to retreat while my unit is on an Exit hex, may I retreat off the board and get a medal? A. No, the intent has always been that units must be ordered and then move off the battlefield via an Exit hex. You may not retreat off the board and gain an Exit medal. Q. Can my unit claim a medal if it has landed on an Exit Token or on my opponent’s baseline when Exit rules are in effect? A. No, you have to actually exit the board to gain the medal. A unit must cross the Exit hex and leave the map board. Leaving the map board counts as one hex of movement. When your unit leaves the board, it is then placed on your medal stand. 23 12 ✪ Markers with arrows pointing toward the players designate specific baseline hexes through which a unit exiting the board collects a medal ✪ Pairs of markers turned sideways designate a set of baseline hexes through which a unit exiting the board collects a medal; it includes the hexes with the markers ✪ When a unit successfully exits, place 1 of its figures on your Victory track ReDuCeD VisibiliTy 27 4 sMoke shells 31 Re-supply 24 #1 CoMbaT CaRDs 25 #3 winTeR weaTheR 26 4
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Record 47726 · faq · Review: approved
Official FAQ v2 — PDF p. 32 [faq-32-0]
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- Troops 29 iV. TRoops sTanDaRD uniTs Q. Do units, especially an Artillery unit in a Bunker, have a 360-degree arc of fire? A. Yes. See “Bunkers” on page 5. Q. Can a Standard Artillery unit remove Wire? A. No Q. If an Infantry or Armor unit attacks and rolls two retreat Flags, can it Take Ground or Armor Overrun the two hexes along the retreat path or just one hex? A. Normally units can only Take Ground or Armor Overrun one hex. However, when North African Desert Rules are in effect on a successful Close Assault, an Armor unit may move onto the vacated hex and move one additional hex before attacking again. Q. When Armor makes a Close Assault attack and is given a bonus die by Their Finest Hour , Armored Assault or Close Assault Command cards and then gets to make an Armor Overrun, does it keep the bonus die for the second attack? A. It depends on the card: Examples: » For the Their Finest Hour card, the Armor unit on an Armor Overrun will receive the bonus die for both range and Close Assault attacks. » For the Armor Assault card, the Armor unit on an Armor Overrun will receive the bonus die for Close Assault but not if the Overrun is a range attack. » For the Close Assault card, the Armor unit on an Armor Overrun will not receive the bonus die for either range or Close Assault attacks. biG Guns Q. May Big Guns move? A. Yes, unless they are in a Bunker or the Special Rules of the scenario state otherwise. 1 7 Infantry ✪ Move 0-1 and battle, or move 2 no battle ✪ May Take Ground on successful Close Assault Armor ✪ Move 0-3 and battle ✪ May Overrun on successful Close Assault Artillery ✪ Move 1 or battle ✪ Ignore line of sight and terrain protections 8 8 speCializeD uniTs 2 12 3 11 ✪ Fire at 3, 3, 2, 2, 1, 1, 1, 1 ✪ Place cross-hair marker on hex of target when hit is scored. ✪ Until moved or destroyed, zeroed-in units take fire at +1 in future rounds ✪ Cross-hair markers are not cumulative 7, 13
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Record 47727 · faq · Review: approved
Official FAQ v2 — PDF p. 33 [faq-33-0]
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- Troops 30 Q. How does a Big Gun Artillery unit fire when on a Mountain? A. They are no different than normal; a Big Gun Artillery unit when on a Mountain fires at 3-3-2-2-1-1-1-1. Q. When a Big Gun moves, do Targeting Cross-Hair Markers return to the gun? A. Yes. All of the Targeting Markers return to the gun. Q. Can Big Guns shoot different targets without losing the Targeting Marker that is on the previous targets? A. Yes. As long as the Big Guns unit still has Targeting Markers available. Q. If Big Gun Artillery hits a Tiger on the initial roll but misses the Grenade re-roll, is the Tiger considered zeroed in? A. Yes, even though the re-roll to confirm the hit is a miss, the initial die roll is considered a “hit” for the purposes of zeroing in. Q. If Big Gun Artillery hits a target, and a Targeting Marker is placed on the unit, can other Big Gun units (like Battleships) enjoy the +1 bonus? A. Yes, any unit that also uses the Targeting Markers can benefit from being zeroed in even if they did not fire the shot. Q. According to the rules for Big Guns, all similar units (Big Guns, Destroyers, etc) from the same nation can benefit from the Targeting Cross-Hair Markers benefit of +1 die. If one Big Gun unit hits a target and a different Big Gun unit moves, do we have to remove the Cross-Hair Marker? A. In scenarios with more than one Big Gun (or similar unit), the Cross-Hair Markers are not returned unless the target moves or is eliminated. If players want to add more detail and want to track which weapon zeroed-in, they can play the rules as normal and also return the Marker when the appropriate Big Gun moves. CoMbaT enGineeRs Q. Do Engineers ignore Battle dice reductions from obstacles? A. Yes. Engineers ignore all Battle dice reductions, including obstacles such as Sandbags and Bunkers. Q. May an enemy unit in Sandbags or a Bunker ignore Flags when attacked by an Engineer unit? A. Yes. The defender still has the ability to ignore one Flag. Q. If a Combat Engineer unit moves onto a Minefield hex and it turns out to be a decoy (‘0’) does the Engineer get to battle? A. No. As the rule is written - An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. A Minefield token represents a Minefield no matter what the value of the token. A Minefield token with a “0” will still require an Engineer unit to clear the “0” token instead of battling. 4 13 ✪ 4 figures ✪ Ignore all terrain Battle dice reductions in Close Assault ✪ In wire, may battle out at -1 die and still remove the wire ✪ In minefield, must clear the mines, instead of battling ✪ If ordered on Infantry Assault, may move 2 hexes and remove wire or clear mines 6 10 Q. What should I do if I have a question that isn’t answered in this FAQ Book or the Official Card Compendium? A. If you’ve checked both locations and couldn’t find an answer, post your new question on the Memoir ’44 Forum and see if other players can help with a
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Record 47728 · faq · Review: approved
Official FAQ v2 — PDF p. 33 [faq-33-1]
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- er unit to clear the “0” token instead of battling. 4 13 ✪ 4 figures ✪ Ignore all terrain Battle dice reductions in Close Assault ✪ In wire, may battle out at -1 die and still remove the wire ✪ In minefield, must clear the mines, instead of battling ✪ If ordered on Infantry Assault, may move 2 hexes and remove wire or clear mines 6 10 Q. What should I do if I have a question that isn’t answered in this FAQ Book or the Official Card Compendium? A. If you’ve checked both locations and couldn’t find an answer, post your new question on the Memoir ’44 Forum and see if other players can help with an answer. If nobody can help and the question needs official clarification, post it on the sticky thread “Official FAQ Book” and it can be added to a future version of the FAQ Book. » Jesse Rasmussen ⟨Memoir ‘44 Player - United States⟩
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Record 47729 · faq · Review: approved
Official FAQ v2 — PDF p. 34 [faq-34-0]
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- Troops 31 Q. How does an Engineer unit play? A. Engineer unit rules are described on p. 13 of the Terrain Pack or on p. 6 of the Eastern Front. But in greater detail: When scenario Special Rules state – “Place a badge on the xxx Engineer units”, place an Engineer badge in the same hex with the unit to distinguish it from the other units. Examples: » An ordered Engineer unit may move up to one hex and battle or two hexes and not battle (like a standard Infantry unit). » An ordered Engineer unit may target any enemy unit three or fewer hexes away. It rolls three dice in Close Assault (enemy in adjacent hex), two dice against a target at two hexes and one die against a target at three hexes. » In Close Assault combat, an Engineer unit ignores all terrain and obstacle Battle dice reductions, i.e. an enemy unit is not protected by terrain or an obstacle it occupies. » An Engineer unit that is on a hex with Wire may both battle, and remove Wire. The unit will reduce the number of Battle dice it rolls by one and also remove the Wire from a Wire hex. The Engineer unit must be able to battle to remove Wire. It may not make a movement of two hexes and remove Wire. If the Engineer unit, however, is ordered by an Infantry Assault card, it could move two hexes, battle and remove Wire, but could not move three hexes and remove Wire because then it could not battle. » An Engineer unit that moves onto a Minefield hex and is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit cannot clear the Minefield, it detonates. The Engineer unit must be able to battle to remove a Minefield. It may not make a movement of two hexes and remove a Minefield unless it was ordered by an Infantry Assault card, in which case it could move two hexes and remove a Minefield, but could not move three hexes and remove a Minefield because then it could not battle. Q. If an Engineer is ordered with Behind Enemy Lines , what is he allowed to do? Can he move three hexes into a Minefield, battle normally, Take Ground, then move three more hexes and end in another Minefield, all without blowing up any Mines? A. The rules say, “An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling.” Therefore if an Engineer unit is ordered by the Behind Enemy Lines card and ends its first part of the Behind Enemy Lines move on a Minefield hex, it must clear the Minefield instead of battling. Also because there was no battle, the unit may not Take Ground. Note: an Engineer unit ordered by the Behind Enemy Lines card, may move through a Minefield hex. The unit does not have to stop because the Behind Enemy Lines card allows the ordered unit to ignore terrain movement restrictions. A hex with a Minefield piece, like other man-made fixed obstacles, is considered terrain. Q. If an Engineer unit starts its turn in a Minefield and chooses not to move, can he battle or is he required to remove the Mine? A. W
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Record 47730 · faq · Review: approved
Official FAQ v2 — PDF p. 34 [faq-34-1]
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- y Lines move on a Minefield hex, it must clear the Minefield instead of battling. Also because there was no battle, the unit may not Take Ground. Note: an Engineer unit ordered by the Behind Enemy Lines card, may move through a Minefield hex. The unit does not have to stop because the Behind Enemy Lines card allows the ordered unit to ignore terrain movement restrictions. A hex with a Minefield piece, like other man-made fixed obstacles, is considered terrain. Q. If an Engineer unit starts its turn in a Minefield and chooses not to move, can he battle or is he required to remove the Mine? A. When an Engineer unit starts on a Minefield hex and is ordered, but chooses not to move, instead of battling he must clear the Minefield in the hex. Q. Does an Engineer unit have to move to be able to remove a Mine token? Or can he start his turn in the hex and still remove the token? A. An Engineer unit does not have to move to be able to remove a Mine token. When the unit starts on a Minefield hex and is ordered, but chooses not to move, instead of battling he must clear the Minefield in the hex. If the Engineer unit chooses to move, the Minefield hex does not detonate. TRains/supply TRains Q. How does a Train work? A. Only the player in control of the Train may move it. A Train may move up to three hexes forward or back along the Railroad Tracks. The Locomotive and Wagon are always moved together and cost one order. Units may not move onto or through the hexes with the Train on them. Note: Units cannot retreat through any Train tiles because Trains are units. 5 12 ✪ Ordered as a single unit ✪ Move 1-3 hexes either way, along empty tracks ✪ Retreat in opposite direction to locomotiveʼs travel ✪ Train may ignore 1 flag ✪ Hit on Grenade symbol ✪ Wagon destroyed on 3rd hit, Locomotive on 4th hit 6 12
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Record 47731 · faq · Review: approved
Official FAQ v2 — PDF p. 35 [faq-35-0]
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- Troops 32 Q. Are these two tiles, when used, counted as one unit or two? A. The Locomotive and Wagon together are just one unit, but because the Train is so long, it is a viable target in either hex. When a hit is scored on either the Locomotive or Wagon, place one Battle Star on the Locomotive. Q. Do the Locomotive and Wagon block Line of Sight? A. Yes. Q. In our game of the River Bug scenario, on the first move of the Russian player, the Train was moved two hexes forward creating a four hex chain with the two Infantry units, (those on the rail-line and those next to the Woods). Can the two Infantry and each section of the Train be attacked? A. Yes. The Locomotive hex and Wagon hex may each be targeted with an Air Power card. Examples: » After three hits are scored on a Train, the Wagon is destroyed and the 4th hit destroys the Locomotive, which is then placed on an empty Victory Medal stand space. » If the Wagon is removed and there was a unit riding on it, the unit is lost but does not count as a victory medal. If the Locomotive is removed and there was a unit riding on it, the unit is lost but does not count as a victory medal. Only the Locomotive will count as a medal. Note: If the Train pulls into the station and if the Wagon was destroyed, only one Infantry unit will unload from the Locomotive; the other unit was lost with the Wagon. Q. Can I recover damage points for a Train by playing Medics & Mechanics on it? A. No. Q. After an Infantry unit exits a Train (either the Locomotive or the Wagon), can it retreat back onto the Train? A. No. Once the Infantry unit leaves the Train, it cannot climb back onto it. Q. If Train Tracks continue to the edge of the board, can I exit my Train off the board to prevent my opponent from getting a medal for it? A. No. You cannot exit a Train off the board unless the scenario specifically allows it. aRMoReD TRains Q. Does an Armored Train lose its ability to combat when it takes a third damage point? A. Yes. When the Wagon that carries the Artillery piece is removed, after the Train is hit three times, the Armored Train loses the ability to battle. If the Train is hit again, the Locomotive is destroyed and becomes a victory medal for the opponent. Q. If I have an Armored Train with Artillery on its Wagon, but there is an enemy unit adjacent to my Locomotive, can I fire to other distant units, or do I have to make a Close Assault (although the Artillery is not adjacent to the enemy unit)? A. To be forced to make a Close Assault attack, the Artillery unit on the Wagon itself would have to be adjacent to the enemy unit, not just the Locomotive adjacent to the Armor unit. In this example the Artillery can fire at any target it wants. 7 13 Armored Train carries one Artillery piece on its Wagon ✪ Train may move and the Artillery can still fire ✪ Artillery on Wagon fires as regular Artillery ✪ Artillery on Wagon is destroyed when wagon is destroyed (3 hits) Q. When you created Memoir ‘44, did you already know a lo
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Record 47732 · faq · Review: approved
Official FAQ v2 — PDF p. 35 [faq-35-1]
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- se Assault (although the Artillery is not adjacent to the enemy unit)? A. To be forced to make a Close Assault attack, the Artillery unit on the Wagon itself would have to be adjacent to the enemy unit, not just the Locomotive adjacent to the Armor unit. In this example the Artillery can fire at any target it wants. 7 13 Armored Train carries one Artillery piece on its Wagon ✪ Train may move and the Artillery can still fire ✪ Artillery on Wagon fires as regular Artillery ✪ Artillery on Wagon is destroyed when wagon is destroyed (3 hits) Q. When you created Memoir ‘44, did you already know a lot about World War II or did you have to research the war to create this game? A. Before Memoir, I really only had a very general knowledge of WWII. When I started working on the game however, I read a lot and received lots of advice from my knowledgeable WWII friends. I know a lot more now, but realize that there is always another individual out there that is more of an expert on a battle, weapon or WWII theater. So I have become a very good listener. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47733 · faq · Review: approved
Official FAQ v2 — PDF p. 36 [faq-36-0]
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- Troops 33 CaValRy Q. Cavalry is considered an Infantry unit that can do Overrun attacks. So may a Cavalry unit Close Assault, Take Ground after the successful Close Assault and battle again, then play a Heat of Battle card to Take Ground and battle again? A. Yes Q. When ordered using Infantry Assault, can Cavalry move 4 hexes and battle? A. No. In this situation, Cavalry may only move 3 hexes and battle. Note: Ski Troops behave the same way with Infantry Assault. snipeRs Q. Snipers always battle with one die, so do Command cards like Their Finest Hour give Snipers a +1 die? A. Yes. Command cards that order an Infantry unit to battle with one additional die will apply to a Sniper figure as well. Those cards are: Their Finest Hour, Firefight, Close Assault and Behind Enemy Lines. Q. May a Sniper unit be ordered using a Behind Enemy Lines card. A. Yes. Any Infantry unit can be ordered with Behind Enemy Lines unless the rules for the unit say differently. Q. Are Snipers still only vulnerable to the Grenade symbol when attacked by Air? A. No. A Grenade and a Star will score a hit on a Sniper when being attacked with an Air Power Command card or being Strafed by an Airplane. This is because the attacker’s interpretation prevails and Air Power and Airplanes score hits on a Star. Q. Are Snipers still only vulnerable to the Grenade symbol when attacked by another Sniper? A. No. A Grenade and a Star will score a hit on a Sniper when being attacked by another Sniper. This is because the attacker’s interpretation prevails and Snipers score hits on a Star. Q. The Eastern Front rule book says that Snipers hit on the Star symbol but the summary card doesn’t say that. Which one is correct? A. The rule book is correct. Snipers hit on the target symbol, Grenade, and Star symbol. Note: Targets do not get any protection from Snipers. Q. Are Snipers able to fire out of Wire? A. No, the -1 die means they have zero attack ability according to the rules; unless they have been given an additional die on the turn they are in the Wire. Q. Can a Sniper move two hexes into a Jungle hex and still battle? A. No, 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. 8 6 ✪ 4 figures ✪ Fire at 2, 1 ✪ Moves 0-3 and battle ✪ On successful Close Assault, may Take Ground and battle again like Armor Overrun combat ski TRoops 9 6 10 5 ✪ 1 figure ✪ Fire at 1, 1, 1, 1, 1 ✪ Move 0-2 and battle ✪ Move onto any terrain and may still battle, but must still obey terrain movement restrictions ✪ May not target an Armor unit ✪ Sniper is only hit on Grenade symbol ✪ Sniper does not count as Victory Medal when eliminated
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Record 47734 · faq · Review: approved

