General Howitzer · Field Guide
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1185 matching records · page 67 of 99
Official FAQ v2 — PDF p. 5 [faq-5-0]
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- Description
- General 2 DeseRT TeRRain Q. Is Desert terrain different from Beach, even though they look similar? A. Yes. Desert should be played like countryside open terrain. Note: On a winter board, snow hexes should be played like countryside open terrain. DiCe QuesTions Q. What happens if there are dice conflicts? A. In case of conflicts between the rules of the attacker and the defender in the interpretation of a Star result on the attacker’s dice, it is the attacker’s interpretation that prevails. Examples: » A Sniper attacking another Sniper hits on a Grenade or a Star (overriding the defending Sniper rule that states he’s only hit on a Grenade). » An air attack on a Sniper hits on a Grenade or a Star for the same reasons as above. » An air attack on a Plane that is on the ground is hit on a Grenade, a Star, or a Flag (overriding the rule that states that a Plane on the ground is only hit on a Grenade; remember that a Plane on the ground can’t retreat so a Flag becomes a hit). Q. If a player wants to roll less Battle dice than he is allowed to, for strategic reasons, could he? A. No. Players must roll the full number of Battle dice based on the attacking unit’s range and any combat modifiers in effect. enDinG The GaMe Q. When is the game officially over? A. Battles are over the instant one side captures the required number of medals as established in the Conditions of Victory section of the scenario. Players do not get to finish their turn; they cannot do Armor Overrun or Take Ground. Note: Campaign Book Volume 2 introduces Position Control rules for campaigns battles, where players may choose to capture an objective hex instead of taking the eliminated unit as a medal. This rule is found on page 12 of CB #2. Q. If you capture a multi-point objective at the end of the game, is it possible to get more than the needed medal count? A. No. In a scenario where a set number of medals is listed as the Conditions of Victory, the game will end when the Conditions of Victory number is achieved. Sorry, there is no gravy! Q. If a scenario can’t be won until I capture a specific objective, can I increase my final medal count by destroying other units before I capture the objective? A. No. Like the answer about the multi-point objective, you cannot pad your score. For score-keeping purposes you will only receive the number of medals outlined in the conditions of victory section if you win. line of siGhT Q. Is there Line of Sight off the side of the board through the half hexes? A. No. niGhT VisibiliTy ChaRT Q. The text at level six of the Night Visibility Chart is at odds with the graphic and other text at the bottom of the card which states “All units are subject to this limitation on their firing range”. 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 indeed unlimited. ReTReaTinG Q. My opponent has rolled two Flags against my unit in Close Assault
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Record 47687 · faq · Review: approved
Official FAQ v2 — PDF p. 5 [faq-5-1]
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- Rulebook excerpt
- Description
- you win. line of siGhT Q. Is there Line of Sight off the side of the board through the half hexes? A. No. niGhT VisibiliTy ChaRT Q. The text at level six of the Night Visibility Chart is at odds with the graphic and other text at the bottom of the card which states “All units are subject to this limitation on their firing range”. 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 indeed unlimited. ReTReaTinG Q. My opponent has rolled two Flags against my unit in Close Assault. May I choose a retreat path that limits my retreat to one hex and then just lose a figure so I can be closer for a counterattack on my next turn? A. No. You have to retreat as far as you possibly could (in other words, evaluate all the Flags rolled at once, and pick any of the retreat paths that give you the MOST retreat hexes). Basically you may not “choose” to lose a figure if there is a clear path of retreat available to you that will fulfill all the Flags your opponent has tossed.
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Record 47688 · faq · Review: approved
Official FAQ v2 — PDF p. 50 [faq-50-0]
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- NatioNs 47 Vii. naTions fRenCh ResisTanCe Q. On page 12 of the Memoir ʼ44 rule book, it states that French Resistance forces “may disappear into the countryside, retreating up to 3 hexes instead of the standard 1 on any retreat Flag rolled.” In the diagram opposite these rules, it shows a French Resistance unit suffering two Flags, and retreating four hexes. Is this correct? A. Resistance units may retreat 1, 2, or 3 hexes for each Flag rolled. In the example of two Flags, the allowable retreat would be a minimum of two hexes or a maximum of six hexes. The example shows the player’s choice of four hexes. ReD aRMy (Rkka) Q. Can the Russian player under Commissar rules play an Air Sortie card that is face up next to his card holder along with a preprogrammed Section Command card? A. Yes. Q. Can the Russian player under Commissar rules play a Section Command card from the hand along with a pre-programmed Air Sortie card? A. No. Note that the Air Sortie card is never pre-programmed; it is always face up, and never counts toward the pre-programmed limit. Q. Can the Russian player under Commissar rules play a Section Command card from the hand along with an Air Sortie card that is face up next to his card holder? A. Yes, as long as the Section card being played from his hand is a Recon 1 Command card. Q. Can the Air Sortie card be played on its own in lieu of the pre-programmed card? That is, does the pre-programmed card remains in place this turn, as it does if a Recon 1 card is played from a persons hand? A. Yes, but remember that the player will not draw a replacement card. Q. If the Russian player moves first, how does the Russian Command rules work? A. The Russian player plays one Command card from his hand and places one Command card under the Commissar Chip. 1 12 ✪ 3 figures only ✪ Move 0-1 and battle, or move 2 no battle ✪ Fire at 3, 2, 1 ✪ Move onto any terrain and may still battle, but must still obey terrain movement restrictions ✪ May Take Ground on successful Close Assault ✪ May retreat 1 to 3 hexes per flag 2 3, 4 Russian Political Commissar ✪ A Command card cannot be played directly from hand. Instead, it must be placed under the Commissar chip in preparation for a future turn. ✪ Recon 1, Counter-attack and Ambush cards are exceptions; they may be played as normal ✪ Otherwise, the Command card already under the Commissar chip is the playerʼs Command card for the turn
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Record 47757 · faq · Review: approved
Official FAQ v2 — PDF p. 51 [faq-51-0]
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- NatioNs 48 iMpeRial Japanese aRMy Q. May Japanese Infantry ignore Flags from a Barrage or Air Power Command card? A. No. Command cards that state “Flags may not be ignored” will still force Japanese Infantry units to retreat. This includes Strafing Airplanes. Q. Do Japanese Snipers benefit from all the special Nations Rules that most Japanese units get? A. Snipers do not benefit from Nation rules. Therefore a Japanese Sniper does not get an extra die when Close Assaulting an enemy unit. (Also, Yamato Damashi rule, Seishin Kyoiku rules or Banzai War Cry rule cannot be used by a Japanese Sniper). Q. Do Japanese Engineers benefit from all of the Nation Rules that most Japanese units get? A. Combat Engineers units are affected by Nation rules. Therefore Japanese Combat Engineers are able to move two hexes and Close Assault (Banzai) with +1 die when at full strength (Seishin Kyoiku). Q. If a Japanese unit moves two hexes and does not have an adjacent enemy unit when the Battle Phase begins, may it battle if an enemy unit retreats into a hex adjacent to it? A. Yes us MaRine CoRps Q. When playing with the Marine Corps Command Rules, does the Allied player get to heal two units with the Medics & Mechanics card? A. Yes. The Allied player rolls dice for the first unit and then rolls dice for a second unit. Q. When playing a card that says, “If you do not command any units of this type, issue an order to 1 unit of your choice”, can the US Marine player order two units? A. Yes. Q. When playing as the Allies in the Pacific theater, the Marine player gets to order two Infantry units with Behind Enemy Lines. What order do the two units move in? A. The turn sequence as printed on page six of the Memoir ‘44 base rule book is still followed for both units. 1. Play a Command card – Allied player uses the Behind Enemy Lines card. 2. Order – Announce the two Marine Infantry units that are being ordered. 3. Move – Move the ordered units, one at a time. 4. Battle – Battle with the ordered units, one at a time. Because Behind Enemy Lines allows ordered units to move again, the two ordered units may move again, one at a time. 5. Draw a new Command card. Q. If I choose to use the Combat Deck from the Sword of Stalingrad expansion in the Pacific Theater, would the US Marine player get to order one extra unit with the Combat Cards since that’s their special National ability? A. No. The Combat Cards are different than normal Command Cards and don’t allow the US Marines to order an extra unit per card. 3 7 Yamato Damashi spirit ✪ Infantry must always ignore 1 flag ✪ When in terrain that ignores a flag, must ignore 2 flags instead ✪ When in caves, must ignore all flags Seishin Kyoiku doctrine ✪ Infantry at full strength in Close Assault battles are +1 die Banzai War cry ✪ Infantry may move 2 hexes to combat into Close Assault 4 7 Gung-Ho! ✪ Order 1 more unit than indicated on any Section card played ✪ All Tactic cards that activate 1 to 4 units activate 2 to 5 instead ✪ Marines co
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Record 47758 · faq · Review: approved
Official FAQ v2 — PDF p. 51 [faq-51-1]
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- Combat Cards are different than normal Command Cards and don’t allow the US Marines to order an extra unit per card. 3 7 Yamato Damashi spirit ✪ Infantry must always ignore 1 flag ✪ When in terrain that ignores a flag, must ignore 2 flags instead ✪ When in caves, must ignore all flags Seishin Kyoiku doctrine ✪ Infantry at full strength in Close Assault battles are +1 die Banzai War cry ✪ Infantry may move 2 hexes to combat into Close Assault 4 7 Gung-Ho! ✪ Order 1 more unit than indicated on any Section card played ✪ All Tactic cards that activate 1 to 4 units activate 2 to 5 instead ✪ Marines counter-attack with +1 ordered unit against Japanese Command card. Opposite not true ✪ No effect on Air Power, Air Sortie, Artillery Bombard, Barrage, Close Assault, Infantry Assault, and Their Finest Hour.
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Record 47759 · faq · Review: approved
Official FAQ v2 — PDF p. 52 [faq-52-0]
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- NatioNs 49 bRiTish CoMMonwealTh foRCes Q. Can a British Sniper use Stiff Upper Lip to Battle Back? A. Snipers do not benefit from Nation rules. Therefore a British Sniper does not get to Battle Back. 5 10 Stiff Upper Lip ✪ A BCF ground unit that survives an enemy’s Close Assault combat without retreating and is down to a single figure may immediately battle that enemy back with 1d ✪ A battleback ignores all terrain Battle dice reductions ✪ A battleback may occur even if the Close Assault is part of an Armor Overrun ✪ The unit cannot battle back during an Ambush iTalian Royal aRMy 6 7 Q. What is your favorite Memoir ‘44 product? A. I enjoy the whole Memoir ‘44 system (which is why I’m willing to put in so much time working on things like this FAQ) but my favorite product would probably have to be the addition of the Breakthrough format. It allows us to dig so much deeper into the positioning of troops, setting up big assaults, and careful planning. It amazes me how Richard can come up with such fun new ideas to modify the Memoir system and keep things so interesting! » Jesse Rasmussen ⟨Memoir ‘44 Player - United States⟩
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Record 47760 · faq · Review: approved
Official FAQ v2 — PDF p. 53 [faq-53-0]
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- Command 50 Viii. CoMManD ReCon 1 Q. If someone can use a Recon 1 card as an Air Power, can the other player Counter-Attack the effect or just the card? A. The rule is that a Counter-Attack is only allowed to counter the card. If, however, a player can use the card being countered for a different purpose ( Recon 1 used as an Air Power for example) he is still allowed to choose the special ability instead of using it as a Recon 1. Q. If I can use the Recon 1 card as an Air Strike or an Air Power card (under the Blitz Rules, for example), 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 the two-card draw. aRMoR assaulT Q. With the Armor Assault card (which gives Armor units one additional die when it Close Assaults), if an Armor unit successfully Overruns, leading to a second Close Assault, does the Armor unit still get the extra die in the Overrun attack? A. Yes. Q. With Armor Assault, do Armor units have an additional die during their Armor Overrun if attacking enemy units that are not adjacent? A. No. To get the bonus they must attack adjacent units on the Armor Overrun. Q. The Armor Assault card states that if you do not have a unit of a specific type, you may order a unit of your choice. Does it mean that I can order any unit and give it any order I want, or does it mean that I can choose any unit and apply the card’s effect on it? A. You may not apply the card’s effect. The card simply allows you to order any other unit on the battlefield and nothing more. CounTeR-aTTaCk Q. When you Counter-Attack a Recon 1 card, may you draw two cards? A. Yes, as long as you Countered the Recon function of the card. The entire effect is duplicated, including the draw two cards, discard one. Q. When Countering an opponent’s Air Sortie played in conjunction with a Section card, the CounterAttack only counters my opponent’s Section card, not the Air Sortie he played along with it (Air Pack rules
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Record 47761 · faq · Review: approved
Official FAQ v2 — PDF p. 54 [faq-54-0]
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- Command 51 p. 4). But what if I have an Air Sortie card in front of me: May I play it along with my Counter-Attack on the Section card just played? A. Yes, you may. Q. Can a player Counter-Attack an Ambush card? A. No. Q. Can you use a Counter-Attack card on a Counter-Attack card? A. Yes. Q. How can players remember what to Counter-Attack? A. Players should remember: You ALWAYS Counter the card only. In effect, you are simply playing the same card as your opponent. (I actually have seen players take the card just played by the opponent and place the Counter-Attack on the discard pile, although Section cards order units in the same section as your opponent.) You can do anything you would normally be able to do with that card (e.g. use a Recon 1 card as Air Power for the Axis player when Blitz Rules are in effect). Q. When a Counter-Attack is played on a Recon 1 card that initiated some special action, what action may I perform? A. The best way to play a Counter-Attack is to take the card just played by your opponent from the discard pile and play it. Of course a right section becomes a left section and vice-versa. So now after playing the Counter-Attack and you have the Recon 1 card in hand, you can play it as a Recon 1 card even if the opponent used it for something special, OR if Air Strike rules are in effect for your side, you may choose to use the Recon 1 card as an Air Strike, OR if Blitz rules are in effect for your side, you may choose to use the Recon 1 card as an Air Power card. infanTRy assaulT Q. If you use Infantry Assault in a section with no Infantry units, can it order one unit in that section? A. No. The Infantry Assault card states, if you do not command any Infantry units, issue an order to one unit of your choice. If you command an Infantry unit in any section of the battlefield you may not choose to order one unit of your choice. Q. The Infantry Assault card states that if you do not have a unit of a specific type, you may order a unit of your choice. Does it mean that I can order any unit and give it any order I want, or does it mean that I can choose any unit and apply the card’s effect on it? A. You may not apply the card’s effect. The card simply allows you to order any other unit on the battlefield and nothing more. Q. How should Infantry moving along Roads, and ordered with the Infantry Assault card be played? A. If the Infantry unit starts on a Road and stays on the Road for the entire move, here’s how it should be played: Examples: » Standard Infantry – 3 hexes and battle, 4 hexes no battle » Specialized Infantry (Elite, Rangers, Commandos) – 3 hexes and battle, 4 hexes no battle » French Resistance Infantry – 3 hexes and battle, 4 hexes no battle » Combat Engineers – 3 hexes and battle, 4 hexes no battle » Sniper – 3 hexes and battle, 4 hexes no battle » Cavalry – 4 hexes and battle » Ski Troops – 4 hexes and battle » Japanese Infantry – 3 hexes and battle, 4 hexes no battle » US Marine Infantry – 3 hexes and battle,
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Record 47762 · faq · Review: approved
Official FAQ v2 — PDF p. 54 [faq-54-1]
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- t starts on a Road and stays on the Road for the entire move, here’s how it should be played: Examples: » Standard Infantry – 3 hexes and battle, 4 hexes no battle » Specialized Infantry (Elite, Rangers, Commandos) – 3 hexes and battle, 4 hexes no battle » French Resistance Infantry – 3 hexes and battle, 4 hexes no battle » Combat Engineers – 3 hexes and battle, 4 hexes no battle » Sniper – 3 hexes and battle, 4 hexes no battle » Cavalry – 4 hexes and battle » Ski Troops – 4 hexes and battle » Japanese Infantry – 3 hexes and battle, 4 hexes no battle » US Marine Infantry – 3 hexes and battle, 4 hexes no battle » Supply Trucks – 4 hexes, Trucks may not battle » Long Range Patrol Cars (Jeeps) – 4 hexes and battle » Command Cars – 4 hexes, Command Cars may not battle Note: When ordering Cavalry or Ski Troops with an Infantry Assault card, they may move four hexes and battle. The Infantry Assault card does not limit their movement, though without a Road to travel on, the Cavalry and Ski Troops could only move 3 hexes and battle.
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Record 47763 · faq · Review: approved
Official FAQ v2 — PDF p. 55 [faq-55-0]
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- Command 52 MoVe ouT Q. The Move Out card states that if you do not have a unit of a specific type, you may order a unit of your choice. Does it mean that I can order any unit and give it any order I want, or does it mean that I can choose any four units to order? A. You may not apply the card’s effect. The card simply allows you to order any single other unit on the battlefield and nothing more. aMbush Q. Can a unit finish the attack after an Ambush, when a Flag is rolled during the Ambush? A. Normally the answer is no, because when a unit moves out of the original hex on a retreat it may not finish the attack, even if it would move back towards its baseline and is still adjacent to the enemy unit that did the Ambush. However, if the unit being Ambushed must retreat but its retreat path is blocked, it must lose one figure for each retreat move it cannot complete and because the unit did not move from the hex it was in, it may attack normally. Q. When I play the Ambush card, do I get to Ambush every Close Assault during that turn? A. No. The Ambush card is only for a single attack, so hold the card until the attack you want to Ambush is declared. Q. Can a player Counter-Attack an Ambush card? A. No. Q. Does the Ambush card allow the Ambushing unit to advance if the target is forced to retreat or is eliminated? A. No. Only when an ordered unit in Close Assault Combat eliminates the enemy unit or forces it to retreat, may it Take Ground. The key word here is ordered. Only the player taking his turn (ordering units) may Take Ground during his turn. The Ambush card is a reaction play when an opponent declares a Close Assault, and therefore the unit doing the Ambush may not Take Ground if the opposition is eliminated or retreats. Q. If I play Their Finest Hour and during my turn my opponent plays Ambush, does he draw first from the Command Card pile before the cards are reshuffled or after they are reshuffled? There seems to be a difference between the text of the Overlord card deck and the Standard card deck, so which one is right? A. Depends on if you are playing with a deck of Standard Command cards or a deck of Overlord Command cards. The timing on when to draw a replacement card after playing an Ambush card is not the same when using the Standard deck of Command cards as compared to the Overlord Command cards. For the correct play, follow the instructions on the specific Ambush card. Q. I play Behind Enemy Lines and move a unit three hexes, then declare a Close Assault against an enemy unit. My opponent plays Ambush and forces my unit to retreat, which prevents me from attacking. Can my unit move the second three hexes? A. Your unit still gets its second movement of up to three hexes, even though it did not attack. aRTilleRy boMbaRD Q. The Artillery Bombard card states that if you do not have a unit of a specific type, you may order a unit of your choice. Does it mean that I can order any unit and give it any order I want, or does it mean that I can
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Record 47764 · faq · Review: approved
Official FAQ v2 — PDF p. 55 [faq-55-1]
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- e specific Ambush card. Q. I play Behind Enemy Lines and move a unit three hexes, then declare a Close Assault against an enemy unit. My opponent plays Ambush and forces my unit to retreat, which prevents me from attacking. Can my unit move the second three hexes? A. Your unit still gets its second movement of up to three hexes, even though it did not attack. aRTilleRy boMbaRD Q. The Artillery Bombard card states that if you do not have a unit of a specific type, you may order a unit of your choice. Does it mean that I can order any unit and give it any order I want, or does it mean that I can choose any unit and apply the card’s effect on it? A. You may not apply the card’s effect. The card simply allows you to order any other unit on the battlefield and nothing more. Q. For the purposes of the Artillery Bombard card, is a Destroyer considered Artillery? A. No. Note: The only time a Destroyer could be ordered with this card 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. Q. If I choose to move my Artillery with this card instead of battling, does it get to ignore terrain restrictions? A. No. Q. If I choose to fire my Artillery, can it attack one unit and change to a different target on its second attack? A. Yes. Resolve one attack before making the second attack. It is also important to note that if multiple Artillery units are ordered by the Artillery Bombard card, both attacks from one unit must be completed before the next unit may battle. Q. Can an Artillery unit ordered by an Artillery Bombard card move into a hex containing Wire? A. Yes. An Artillery unit, like any other unit that enters a hex with Wire, must stop and may move no further on that turn.
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Record 47765 · faq · Review: approved
Official FAQ v2 — PDF p. 56 [faq-56-0]
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- Command 53 Q. Does an Artillery unit ordered by an Artillery Bombard that is in a hex containing Wire have a die reduction when battling? A. Yes. Like an Infantry unit, an Artillery unit on a hex with Wire will reduce the number of Battle dice it rolls by one. Q. Does a Mobile Artillery unit that is ordered by an Artillery Bombard card get to both move and battle? A. No, the unit follows the specific rules on the card; it may either move up to three hexes or battle twice, but not both. Q. If I play Artillery Bombard and I am forced to retreat my Artillery during the first attack (because of Stiff Upper Lip, Ambush, or a similar card), do I lose my second attack as well? A. If your Artillery has to retreat for any reason, it may no longer battle for the rest of that turn. behinD eneMy lines Q. I’ve heard that there are two versions of Behind Enemy Lines. Which one is the correct wording? A. The correct card is the one pictured here and can be found in the Official Cards Compendium at www.memoir44.com. Your card should read: “Issue an order to 1 INFANTRY unit. Unit may move up to three hexes. Unit may battle with one additional die, then move again up to three hexes. Terrain movement restrictions are ignored. Terrain battle restrictions still apply. If you do not command any Infantry units, issue an order to 1 unit of your choice.” The correct card is also available as part of the “Sword of Stalingrad” Battle Map expansion. Q. What does it cost to move onto a terrain hex that normally costs more than one hex of movement when a unit is ordered by Behind Enemy Lines? A. Terrain features that cost more than one movement only cost one move when an Infantry unit is ordered with the Behind Enemy Lines card. An example of this is the Omaha Beach scenario, where moving up a bluff for an Infantry unit from the Beach is a two hex movement. Moving up or down the bluff when ordered with the Behind Enemy Lines card will only cost one move for the Infantry unit. Q. The card states “terrain battle restrictions still apply”. Does that mean that dice penalties still apply for battling into or out of terrain, or does it mean that the Infantry can’t battle if it lands on terrain that prevents battling when it is first entered? A. The Infantry unit cannot attack if it ends its first half of movement on a hex that prevents battling (Forest, Town, Hedgerow, etc). If the ordered Infantry can attack, Terrain battle restrictions for the target unit are still taken into account. If the attacking Infantry ends the first part of its move on Wire, it has a -1 attacking roll because the battle restriction still applies. Q. If the Infantry attack is successful with Behind Enemy Lines, may it Take Ground before taking its second movement? A. Yes, and then it can take its remaining three hexes of movement. This effectively could allow an Infantry unit to move seven total hexes. Q. When using Behind Enemy Lines, does moving through a Cave hex count as one hex and allow the Japanese
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Record 47766 · faq · Review: approved

