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Memoir '44 Rules Database
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1185 matching records · page 65 of 99
Official FAQ v2 — PDF p. 36 [faq-36-1]
- Rule Category
- Rulebook excerpt
- Description
- 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 47735 · faq · Review: approved
Official FAQ v2 — PDF p. 37 [faq-37-0]
- Rule Category
- Rulebook excerpt
- Description
- Troops 34 Q. If I played the Sniper Combat Card and brought a Sniper into a scenario with Exit Markers, can I exit the Sniper off the board to gain a medal? A. No. A Sniper never counts as a medal. aiRCRafT CaRRieRs Q. Can an Aircraft Carrier and Airplane both move in the same turn? Example 1: Airplane is on a Carrier. Carrier and Airplane are both ordered. Aircraft Carrier moves. Airplane takes off and moves. Example 2: Airplane and Aircraft Carrier are both ordered. Airplane lands on Carrier. Carrier moves. A. Example 1: You can only order one unit per hex in a given turn. So you either order the Aircraft Carrier to move OR the Airplane that was on it to take off, not both. Example 2: Because a unit can only move once in a turn, you cannot do this. What you could do though, is order the Carrier and Airplane to move and meet on the same hex when they are both finished. Q. Can I recover damage points for an Aircraft Carrier by playing Medics & Mechanics on it? A. No. DesTRoyeRs Q. For the purposes of the Artillery Bombard card, is a Destroyer considered Artillery? A. No. A Destroyer, however, may be ordered with the Firefight Tactic card. Note: The only time a Destroyer could be ordered with Artillery Bombard is if you have no Artillery units and you use the “Issue an order to 1 unit of your choice” feature. The Destroyer would not enjoy the card’s effect, however. Q. Can I recover damage points for a Destroyer by playing Medics & Mechanics on it? A. No. Q. Do Destroyers need Line of Sight? A. No. Q. When a Destroyer moves, do any Targeting Cross-Hair Markers return to the ship? A. Yes. All of the Targeting Cross-Hair Markers return to the ship, just like they would for Big Guns. Note: 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. 11 10 ✪ When Air rules are in effect, some Airplanes may take off from, and land on, Aircraft Carriers ✪ Move 0-2 Ocean hexes ✪ Cannot move adjacent to Beach ✪ Hit by grenades only - Takes 3 hits to sink ✪ May ignore 1 flag, takes hit if cannot retreat 12 9 ✪ Move 0-2 Ocean hexes and battle ✪ Fire at 3, 3, 2, 2, 1, 1, 1, 1 ✪ Cannot move adjacent to Beach ✪ Hit by grenades only - Takes 3 hits to sink ✪ May ignore 1 flag, takes hit if cannot retreat ✪ 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 flaMe ThRoweR Tanks 13 11
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Record 47736 · faq · Review: approved
Official FAQ v2 — PDF p. 37 [faq-37-1]
- Rule Category
- Rulebook excerpt
- Description
- oed-in units take fire at +1 in future rounds ✪ Cross-hair markers are not cumulative flaMe ThRoweR Tanks 13 11
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Record 47737 · faq · Review: approved
Official FAQ v2 — PDF p. 38 [faq-38-0]
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- Rulebook excerpt
- Description
- Troops 35 Mobile aRTilleRy Q. Can a Mobile Artillery unit ordered by Artillery Bombard move before it attacks? A. No. The Artillery Bombard card states that Artillery units may either move or battle, not both. lanDinG CRafT (lC) Q. The rules for Landing Craft in the Air Pack rules are different than the Summary card. Which one is correct? A. The Summary Card is correct. The Landing Craft rule in the Air Pack at the top of page 11, second column, should say: “When Landing Craft finish their move on a Beach hex, they are automatically removed, at no medal cost, and the unit they carried left on the hex they landed on” The text - “or Shore hex” - is deleted. Also: “They have no direct battle capability, and the units they carry may not battle while in them or during the turn in which they land on the Beach.” The word -”Shore”- is changed to Beach. Q. Can a Landing Craft move onto the same hex as a Hedgehog? A. No. This means it cannot disembark its troops on any hex that contains a Hedgehog. Q. Can a Landing Craft move onto any terrain hex or only a Beach hex? A. Landing Craft can move onto any countryside hex, Beach hex, terrain hex, or obstacle, as long as the hex is not impassable for the Landing Craft or the unit on board. Q. Can a unit move on the same turn it disembarks from a Landing Craft? A. No. Q. How is an Infantry unit on a Landing Craft ordered with Behind Enemy Lines? A. A Landing Craft (even if an Infantry unit is in it) cannot be ordered with the Behind Enemy Lines Command card. Q. With an Infantry Assault card, does a Landing Craft with Infantry move an extra hex? A. No. Landing Craft cannot be ordered with an Infantry Assault Command card. Q. How is a Landing Craft ordered with Artillery Bombard, Armor Assault, or Move Out if it’s carrying a matching unit? A. A Landing Craft cannot be ordered by the Artillery Bombard, Armor Assault or Move Out Command cards unless you have none of that unit type on the board. Note: Remember that a unit may not battle when on a Landing Craft. 14 11 ✪ 2 figures ✪ Fires at 3, 3, 2, 2, 1, 1 ✪ Move 0-1 and battle, or move 2 and no battle ✪ Ignore line of sight and terrain battle protection 15 11 ✪ LC always start on baseline ocean hexes with units in them ✪ LC may move up to 2 hexes, but never onto hedgehogs ✪ When landing on beach hex, remove LC, leave unit ✪ Unit in LC is targeted as normal in battle ✪ Unit in LC may retreat with it, on ocean hexes ✪ Unit may not battle while in LC or when landing ✪ If unit in LC is eliminated, LC is also removed but yields no additional medal ✪ Block line of sight Q. What is your favorite aspect of Memoir ’44 and why? A. In a word, simplicity! I don’t have the time or patience for complicated wargames anymore. I like that Memoir can be played in 30 minutes and I can show anyone how to play the game in five minutes (or if I haven’t played in a while, I can recall it very quickly!) » Malcolm Green ⟨Memoir ’44 Player - Canada⟩
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Record 47738 · faq · Review: approved
Official FAQ v2 — PDF p. 38 [faq-38-1]
- Rule Category
- Rulebook excerpt
- Description
- may retreat with it, on ocean hexes ✪ Unit may not battle while in LC or when landing ✪ If unit in LC is eliminated, LC is also removed but yields no additional medal ✪ Block line of sight Q. What is your favorite aspect of Memoir ’44 and why? A. In a word, simplicity! I don’t have the time or patience for complicated wargames anymore. I like that Memoir can be played in 30 minutes and I can show anyone how to play the game in five minutes (or if I haven’t played in a while, I can recall it very quickly!) » Malcolm Green ⟨Memoir ’44 Player - Canada⟩
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Record 47739 · faq · Review: approved
Official FAQ v2 — PDF p. 39 [faq-39-0]
- Rule Category
- Rulebook excerpt
- Description
- Troops 36 TiGeRs Q. The rules for Wittmann’s Tiger unit says that if he doesn’t move, he attacks with four dice. If he Takes Ground, can he still roll four dice for his Armor Overrun attack? A. No. If Wittman moves at all (even to Take Ground), he loses the extra attack die. Q. What if I move a Tiger tank into a Minefield? Is the Tiger destroyed if it receives one hit from a Mine? A. No. Your opponent re-rolls all Battle dice from a Minefield that score a hit. If at least one re-roll is a Grenade, the kill is confirmed and the Tiger is eliminated; all other symbols are ignored. 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. supply TRuCks Q. Does a Truck need to be ordered to re-supply a unit? A. Yes. Only when a Supply Truck is ordered may it re-supply a weakened unit. A Supply Truck unit may never battle. Instead, it may re-supply another unit. The weakened unit that is being re-supplied does not have to be ordered. Q. Can Supply Trucks be ordered with the Behind Enemy Lines card and re-supply in the middle of their move? A. No. As it says in the detailed rules for Supply Trucks page - “ Behind Enemy Lines, Dig-in, Medics & Mechanics - Supply Truck units may not be ordered using any of these Command cards”. Note: Patrol Cars cannot be ordered with the Behind Enemy Lines card either, as outlined in the detailed rules page for that unit. See the detailed Supply Trucks Rules at: http://static.memoir44.com/lang/english/images/mm_op1_trucks_en.pdf 16 #2 ✪ 1 figure ✪ Move 0-3 and battle ✪ Enemy re-rolls all Battle dice that score a hit ✪ If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored 17 #1 ✪ 1-3 figures, per scenario ✪ Treated as Infantry, for all purposes ✪ Move 0-2, +2 hexes when on a road ✪ Cannot battle ✪ When adjacent to weakened friendly unit, may Re-supply it
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Record 47740 · faq · Review: approved
Official FAQ v2 — PDF p. 4 [faq-4-0]
- Rule Category
- Rulebook excerpt
- Description
- General 1 i. GeneRal QuesTions aiR soRTie wiTh Two DeCks Q. If we are playing with two Command Card decks for Breakthrough battles, how many Air Sortie cards are used in a scenario like Breakthrough at Mortain? A. Only use two Air Sorties and give both to the Allied player for that battle. Q. If we’re playing with two Command Decks as suggested for the Breakthrough format, how many Air Sortie cards should we use in games with Air Rules (or Air Rules as optional)? A. The number of Air Sortie cards we use in any scenario is a max of two. This is a good rule of thumb. Q. If we’re playing with two Command Card decks but a scenario that has Air Rules as optional says to give one Air Sortie to each player, how many Air Sortie cards are used? A. Use only two Air Sorties and give one to each player. bReakThRouGh DeCk Q. Does an On the Move card allow my chosen unit to battle, recover figures, Strafe, etc.? A. No, On the Move only allows a unit to move; the unit can do no other actions. Q. If a unit receives an On the Move order from a Breakthrough card, is that an ordered unit or just a ‘moved’ unit? That is, can the unit benefit from a Combat Card that ‘ordered’ units benefit from (such as Reposition)? A. On the Move orders are exactly like every other order except that those units cannot battle. Combat Cards can be played on units that were activated with On the Move orders. Q. Can On the Move orders be used for the Paradrop action? A. Yes Q. How many units can I activate using the new Medics & Mechanics card in the Breakthrough deck? A. Per the rules on p. 6 in the Winter Wars booklet, the Breakthrough Medics & Mechanics card now allows multiple units across the battlefield to recover figures. An Infantry symbol rolled recovers one Infantry figure in any Infantry unit and an Armor symbol rolled recovers one tank figure in any Armor unit across the battlefield; a Star roll recovers a figure of your choice in any unit across the battlefield. Each unit that recovers at least one figure may be ordered. CopyRiGhT Q. Is it OK for the authors of new scenarios created using the Memoir ʼ44 Scenario Editor to use the product of that editor on other web sites? In most cases, this would mean saving the print version as an MS Word document or a PDF file. A. Absolutely, that’s fine. In as much as possible, we will try and be open regarding the game and welcome the community’s contributions, regardless of where they publish those (or which tool they use to do so, for that matter). Of course, this does not mean (like I read somewhere; on BGG maybe?) that the game itself is “Open Source” or that we won’t defend the game’s copyrights, trademarks and other rights. But the more open we can be, the better the game will be, we believe. » Eric Hautemont (CEO of Days of Wonder) DealinG CaRDs Q. Before we start the game, how should we deal the cards to each side? A. As long as you deal the cards in a random order, it doesn’t really matter. Richard Borg’s group deals the cards
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Record 47685 · faq · Review: approved
Official FAQ v2 — PDF p. 4 [faq-4-1]
- Rule Category
- Rulebook excerpt
- Description
- contributions, regardless of where they publish those (or which tool they use to do so, for that matter). Of course, this does not mean (like I read somewhere; on BGG maybe?) that the game itself is “Open Source” or that we won’t defend the game’s copyrights, trademarks and other rights. But the more open we can be, the better the game will be, we believe. » Eric Hautemont (CEO of Days of Wonder) DealinG CaRDs Q. Before we start the game, how should we deal the cards to each side? A. As long as you deal the cards in a random order, it doesn’t really matter. Richard Borg’s group deals the cards by dealing out a number of card piles (four, maybe five) equal to the max number of cards either player should have. Each player then selects a pile starting with the player who moves first in the scenario. If there are too many cards in the pile compared to the number listed for that player in the scenario, discard random cards to get down to the proper number, before looking at the cards. Place the unselected card piles back in the deck and shuffle the deck before starting play.
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Record 47686 · faq · Review: approved
Official FAQ v2 — PDF p. 40 [faq-40-0]
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- Rulebook excerpt
- Description
- Troops 37 half-TRaCks Q. May Half-Tracks remove Wire and battle? A. Yes, they behave like Armor for everything except what is written on the summary card (e.g. attack distance). So it may remove Wire and battle the same turn, but like Armor, it must stop on the hex. CoMManD CaRs Q. When a Command Car is in a hex that belongs in two sections (on the red dotted line), can you order an extra unit in both of those sections when playing Recon in Force or General Advance, or do you have to choose one section? A. When a section card is played in the same section as a Command Car, the player activates one more unit than indicated by his card. When the Command Car is on a hex that belongs in two sections, and a Recon in Force or General Advance is played, a player must choose which one section the one additional unit will be ordered in. bRanDenbuRGeRs Q. When a Brandenburgers enemy figure is removed, does a regular friendly figure take its place, or is the unit down by one figure? A. The unit is down by one figure. The enemy figure is simply a marker. Q. If a Brandenburger Ambushes an enemy unit, is its enemy figure removed (since Ambush isn’t part of the combat phase)? A. Yes. An Ambush would involve the unit revealing themselves as enemy. 18 #4 ✪ 1-3 figures, per scenario ✪ Treated as Armor, for all purposes ✪ Move 0-2 and battle 2, 2 ✪ On successful Close Assault, may Take Ground but not Overrun ✪ When adjacent to weakened friendly unit, may Re-supply it in lieu of battling lonG-RanGe paTRol CaRs 19 #4 20 ✪ 1 figure ✪ Treated at Infantry, for all purposes ✪ Move 0-3, no battle ✪ Enemy re-rolls all Battle dice that score a hit ✪ If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored ✪ Order 1 more unit than indicated by Section card when played in same section as Command Car ✪ When Command Car is ordered by a Recon 1, player may draw 1 Command card from the discard pile at the end of his turn, instead of drawing 2 from the draw pile 21 10 ✪ 3 figures + 1 enemy figure ✪ If hits are scored against Brandenburgers, opponent re-rolls a single die, looking for an Infantry symbol ✪ If re-roll fails, initial roll is ignored & Brandenburgers take no casualties ✪ If re-roll succeeds, enemy figure is removed & initial roll is tallied as normal ✪ When Brandenburgers are ordered to battle, remove the enemy figure from within ✪ Brandenburgers with no enemy figure act like Special Forces Infantry
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Record 47741 · faq · Review: approved
Official FAQ v2 — PDF p. 41 [faq-41-0]
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- Rulebook excerpt
- Description
- Troops 38 Q. Can I use the Medics & Mechanics card to heal my Brandenburger unit up to four figures after I’ve removed the enemy figure? A. No. Q. Is there any way for me to get the enemy figure back into the Brandenburger unit? A. No. Tank DesTRoyeRs Q: Since Tank Destroyers can ignore terrain battle restrictions, can they battle out from a Trench even though Armor is not usually allowed to do so? A: No. Like all other Armor units, Tank Destroyers may not battle when in a Trench. Q. In playing Winter Wars scenarios with Reduced Visibility rules, do Tank Destroyers still get hit with Stars by non-Infantry units firing from a distance? A. Yes, a Tank Destroyer unit follows the standard rules for scoring hits against it when playing Winter Wars scenarios with Reduced Visibility rules. sCReaMinG MeeMies (nebelweRfeRs) Q: The rules say that German Nebelwerfers (Screaming Meemies) do not receive terrain protection when being targeted by enemy units. Does this mean that if they are in Sandbags, they don’t get any benefits at all (including being able to ignore one Flag)? A: The rule about Nebelwerfer not receiving terrain protection is talking about Battle Dice reductions; enemy units will always get to attack Nebelwerfer units at full dice. However, the Nebelwerfer may still ignore one Flag if they are in Sandbags or other terrain that protect from Flags. heaVy anTi-Tank Guns 23 8 DepleTeD uniTs 22 10 24 8 ✪ 3 figures (German and Russians 4) ✪ Treated as Armor, for all purposes ✪ Hit on Star when attacked by unit other than Infantry ✪ Move 0-2 and battle 2,2,2,2 ✪ Stars hit on Armor or Vehicle ✪ When it does not move, ignore all terrain battle restrictions ✪ On successful Close Assault, may Take Ground but not Overrun ✪ May retreat 1 to 2 hexes per flag 25 ✪ Move 1 or battle 3,3,2,2,1,1 ✪ At player’s choice, fire Incendiary or Smoke shells ✪ Incendiary shells - Flags cannot be ignored ✪ Smoke shells - Place Smoke Screen markers on up to 3 contiguously adjacent hexes within firing range, in lieu of battling ✪ Never benefit from terrain protection ✪ Ignore line of sight and terrain protections Q. What is your favorite Memoir ‘44 scenario and why is it your favorite? A. In the base game, Mont-Mouchet is lots of fun, in large part because of the asymmetry between the French FFI and German Elite Tank Units. I’d tie it with the pleasure of (literally) dropping the parachutists on Sainte Mère-Église though 😉 » Eric Hautemont ⟨CEO of Days of Wonder⟩
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Record 47742 · faq · Review: approved
Official FAQ v2 — PDF p. 41 [faq-41-1]
- Rule Category
- Rulebook excerpt
- Description
- hutists on Sainte Mère-Église though 😉 » Eric Hautemont ⟨CEO of Days of Wonder⟩
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Record 47743 · faq · Review: approved
Official FAQ v2 — PDF p. 42 [faq-42-0]
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- Rulebook excerpt
- Description
- Troops 39 hobaRT’s funnies Q. A Petard Mortar tank can attack an empty Bunker, as explained in the rules. If the Petard Mortar tank destroys an empty Bunker, can it then do an Armor Overrun? A. Yes. Destruction of an adjacent, empty Bunker would be the same as a successful Close Assault. Q. When a Bunker is destroyed by a Petard Mortar tank, is the unit inside the Bunker automatically destroyed? A. No. The unit is not damaged when the Bunker is destroyed. Q. When a Bunker is destroyed by a Petard Mortar tank and a Flag is also rolled, does the unit inside get to ignore the Flag? A. No. After hits are taken, and in this case the Bunker is destroyed, retreats are resolved. Therefore in this case, the unit would not be able to ignore the Flag and would retreat normally. Q. How does a Hobart’s Funnies tank unit equipped with an Assault Bridge work? A. A Hobart Funnies tank equipped with a Assault Bridge may move up to three hexes. If it is now in an adjacent hex to a River, in lieu of battling, it may place its Assault Bridge on an adjacent River hex. After placing its Assault Bridge the tank unit may move onto the Bridge. This could result in a total of four hexes of movement on the turn when a Bridge is placed. Q: When a Hobart Funny tank unit with an Assault Bridge enters a Minefield or Wire hex that stops movement, may the Assault Bridge be placed and may the tank unit move onto the Bridge? A: Because a Minefield or Wire hex does not prevent battling, you may still place your Bridge. However, because both of those hexes prevent further movement, you may not move your Armor onto the Bridge this turn. Q: When a Hobart Funny tank unit with an Assault Bridge enters a hex that prevents battling (Forest, Village, etc.), may the Assault Bridge be placed? A: No. When an Assault Bridge unit moves into terrain that prevents battling, it may not place a Bridge because placing the Bridge takes place in lieu of battling. 26 ✪ Replace 1 Tank figure w/ Churchill AVRE & accessory of your choice, before game start ✪ Move and battle like standard Armor (Tank) unit ✪ Assault Bridge - Place Bridge over river in lieu of battling ✪ Bobbin - Ignore movement restrictions of Beach, Marsh & Wire; when moving onto or through Wire, remove it ✪ Fascine - Ignore movement restrictions of Fords & Trenches; may battle from Trenches ✪ Mine Digger - Must stop upon entering minefield; remove it without detonating, and battle as normal ✪ Petard Mortar - Battle at +1d when Close Assaulting a Bunker; if Star is rolled, remove Bunker
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Record 47744 · faq · Review: approved

