General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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1172 matching records · page 68 of 98

Official FAQ v2 — PDF p. 6 [faq-6-1]

Rule Category
Rulebook excerpt
Description
sault and Armor Overrun, to move three hexes? A. Yes, an Armor unit could do that. Look in the book or on the summary card for Beaches: “Battle: No combat restrictions. A unit may still Take Ground after a successful Close Assault Combat.” The second sentence here shows that Armor could move two hexes on a Beach and Take Ground for one extra hex of movement. Q. Can an Armor unit on an open terrain hex that has Close Assaulted an enemy unit on a Steep Hill Take Ground and Armor Overrun if that enemy unit is eliminated or retreats (even though movement up a Steep Hill is a two-hex move)? A. Yes. Taking Ground up a Steep Hill is possible. An Armor unit may Take Ground and then do an Armor Overrun attack. Q. May an Armor unit after a successful Close Assault on an enemy in a Forest, Town or Hedgerow perform an Armor Overrun by Taking Ground and attacking again, or does the terrain battle restriction prevent that? A. An Armor unit could Take Ground into these terrain hexes, but the terrain would prevent it from battling. Any terrain that does not allow battling the same turn it is entered would play the same. Note: Hedgerows can only be entered with Take Ground or Armor Overrun if the unit started the turn adjacent to the Hedgerow hex. Q. May an Armor unit after a successful Close Assault on an enemy in Wire perform an Armor Overrun by Taking Ground and attacking again? A. Yes. An Armor unit that makes a successful Close Assault on an enemy unit on a Wire hex may Armor Overrun and battle.

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Record 47690 · faq · Review: approved

Official FAQ v2 — PDF p. 60 [faq-60-0]

Rule Category
Rulebook excerpt
Description
Command 57 MeDiCs & MeChaniCs 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. If one or both units are healed, they can be ordered normally. TheiR finesT houR Q. Does a Grenade roll mean that you can order Artillery, or is the only way to order Artillery to get a Star result? A. Flag and Grenade rolls do not order any units when rolled for Their Finest Hour. A Star roll will order any unit and is the only way to order Artillery. Q. After playing Their Finest Hour does the player draw before or after the deck and discard piles are shuffled together? A. Shuffle the discards and deck together to form a new draw deck before drawing the new Command card. 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. For the correct play, follow the instructions on the specific Ambush card, depending on which deck you are playing with. Q. When an Airplane is ordered by a Their Finest Hour Command card, does it roll an additional die in battle? A. Yes. The Airplane rolls one additional die in any Special action that involves dice rolled (Strafing and Kamikaze Attack). Q. Does Armor keep the additional die for an Armor Overrun attack? A. Yes. aiR poweR Q. If I am attacking four units that are adjacent (all Infantry) and roll four dice (Axis Air attack) and get four Infantry symbols, does that mean I have four hits per hex or four total hits to be used across the four hexes? A. For Air Power, you would roll one die per hex, applying each result to that particular hex before rolling for the next hex. So if you rolled one Infantry symbol on each, you would remove one Infantry figure from each of the four Infantry units you targeted. Q. Can a Counter-Attack card be played against an Air Power card? A. Yes. Q. Is the Air Power card played exactly like the Air Sortie card if I am using Air Rules? A. No. The Air Power card is an Air Sortie equivalent, so when you draw the Air Power card, it is placed in your hand instead of next to your card holder. Q. How many hexes can I target with the Air Power card? A. You can target four or fewer. This means you can target 1, 2, 3, or 4 hexes. aiR soRTie Note: Questions about the Air Sortie card are answered in the Air Rules section of this FAQ. Check “Air Sortie” on page 41.

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Record 47774 · faq · Review: approved

Official FAQ v2 — PDF p. 60 [faq-60-1]

Rule Category
Rulebook excerpt
Description
when you draw the Air Power card, it is placed in your hand instead of next to your card holder. Q. How many hexes can I target with the Air Power card? A. You can target four or fewer. This means you can target 1, 2, 3, or 4 hexes. aiR soRTie Note: Questions about the Air Sortie card are answered in the Air Rules section of this FAQ. Check “Air Sortie” on page 41.

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Record 47775 · faq · Review: approved

Official FAQ v2 — PDF p. 61 [faq-61-0]

Rule Category
Rulebook excerpt
Description
SWA 58 iX. speCial weapon asseTs speCial weapon asseTs Rules Q. Can a Special Weapon Asset unit be ordered with Infantry Assault and move three hexes? A. Yes. However, the normal SWA unit rules apply. An Early War SWA units cannot attack, even if they just move one hex. Late War SWA units lose their bonus since they moved. Q. The Late War SWA units in the Winter Wars rule book don’t say that they can’t Take Ground like the original SWA units. Does this mean that the Late War units can Take Ground? A. No. SWA units can never Take Ground. The Special Weapon Assets - Late War summary card [SWAs Card 4] clearly states that SWA Units cannot Take Ground but the Winter Wars rule book is missing this detail. Q. Looking at the last point of the Summary Card, it looks like Late War Mortar units never needs Line of Sight. Is that correct, or does it need Line of Sight if it moves? A. If a unit with a Late War Mortar moves, it attacks like a normal Infantry unit at [3-2-1] and it will need Line of Sight to its target. If the unit with a Late War Mortar does not move, it does not need Line of Sight and it may increase its firing range an additional hex [3-2-1-1]. Q. If I order a Late War Mortar unit with Behind Enemy Lines, do I need Line of Sight on my enemy and do I only battle at [3-2-1], since I moved? A. Yes. If the Late War Mortar unit moves at all (including with Behind Enemy Lines) it will battle at [3-2-1] +1 die for the card and needs Line of Sight. If the Late War Mortar unit does not move it will battle at [3-2-1-1] +1 die for the card and does not need Line of Sight. Q. Can an Early War Special Weapon Asset (SWA) unit be ordered with Behind Enemy Lines to move up to three hexes and still attack? A. No. If Early War SWA units move in any way, they may not battle. This limitation includes when they are ordered by the Behind Enemy Lines card or Infantry Assault card. Note: This answer is an update from previous FAQ documents and changes the answer from before. Q. Does a Japanese SWA Infantry unit benefit from all of the Imperial Japanese Army rules? A. Japanese SWA units play in the following manner: » Yamato Damashi Spirit: A Japanese SWA Infantry unit will benefit from this ability. » Seishin Kyoiku Doctrine: A Japanese SWA Infantry unit will benefit from this ability. » Banzai War Cry: An early war SWA Japanese Infantry unit may never move and battle. Therefore, it will not benefit from the Banzai War Cry ability. A late war SWA Japanese Infantry unit battles like Infantry when it moves. Therefore, it will benefit from Banzai War Cry but may not use the SWA benefit since it moved. Note: All SWA units benefit normally from the special abilities of its Nation as long as the ability does not affect the movement of the SWA unit. 1 8 ✪ SWA is placed with unit, removed when last figure is lost ✪ Unit with SWA is treated as Infantry, for all purposes ✪ Unit with SWA may not Take Ground ✪ SWA does not count as an additional Medal 10

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Record 47776 · faq · Review: approved

Official FAQ v2 — PDF p. 61 [faq-61-1]

Rule Category
Rulebook excerpt
Description
ore, it will not benefit from the Banzai War Cry ability. A late war SWA Japanese Infantry unit battles like Infantry when it moves. Therefore, it will benefit from Banzai War Cry but may not use the SWA benefit since it moved. Note: All SWA units benefit normally from the special abilities of its Nation as long as the ability does not affect the movement of the SWA unit. 1 8 ✪ SWA is placed with unit, removed when last figure is lost ✪ Unit with SWA is treated as Infantry, for all purposes ✪ Unit with SWA may not Take Ground ✪ SWA does not count as an additional Medal 10

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Record 47777 · faq · Review: approved

Official FAQ v2 — PDF p. 62 [faq-62-0]

Rule Category
Rulebook excerpt
Description
SWA 59 speCial weapon asseT uniTs anTi-Tank Gun 2 8 MoRTaR 3 10 swa laTe waR 4 9 anTi-Tank Gun laTe waR 5 9 MoRTaR laTe waR 6 9 MaChine Gun laTe waR 7 9

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Record 47778 · faq · Review: approved

Official FAQ v2 — PDF p. 63 [faq-63-0]

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Rulebook excerpt
Description
Combat Cards 60 X. CoMbaT CaRDs GeneRal QuesTions Note: You can download the Detailed Rule sheet for Combat Cards here: http://cdn1.daysofwonder.com/ memoir44/en/img/mm_op3_rules_en.pdf Q. If a Plane uses the Recon action, does the player get to draw a Combat Card? A. Yes. Q. When a Combat Card says “after battling”, can I only play this card on a unit that battled, or does it just mean that I play the card after the Battle Phase and I can play it on any unit that was ordered? A. You can play any Combat Card on any unit that was issued an order this turn. The unit does not have to move or battle to receive a Combat Card, unless the card specifically says otherwise. pull-baCk Q. The Pull-Back card states that, “You may retreat up to 3 hexes, through any ground units, and ignore terrain movement restrictions.” Since I am already bending the rules a bit to move through a hex occupied by ground units, am I also able to ignore the restriction of impassable terrain? A. No, impassable terrain remains impassable (i.e. Rivers, Escarpments, Mountains with no adjacent Hills). Q. After I play Behind Enemy Lines, what if my opponent plays the Pull Back Combat Card just before my attack? A. Your unit cannot battle but still gets its second movement of up to three hexes even if it does not attack. aRMoR foRwaRD Q. The Combat Card Armor Forward, says: “Up to 3 ordered Armor units may ignore terrain movement restrictions this turn. Terrain battle restrictions still apply.” Does that mean I can ignore Minefields, Wire, and all other terrain and move my tanks like I was using Behind Enemy Lines? A. Yes. The tanks are able to ignore all terrain movement restrictions when being ordered with this card. Note: This also means that the Minefields do not blow up when an Armor unit passes through the hex. foRTify Q. Fortify says, “Place a spare Sandbag in 1 ordered unit’s hex after the unit has moved and battled.” Is this saying that Armor and Artillery can be fortified with Sandbags now? A. Yes, any unit may fortify its position with this Combat Card. Q. If an Airplane Strafed and landed on an Airfield, would the player use the Fortify Combat Card to place a Sandbag on the Plane? A. No. Fortify can only be used for ground units. ReinfoRCeMenTs Q. If I play Reinforcements along with another card, do I have to use one of my orders to bring the new unit on the board? A. No. Reinforcement units are simply placed on a vacant baseline hex when the card is played.

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Record 47779 · faq · Review: approved

Official FAQ v2 — PDF p. 64 [faq-64-0]

Rule Category
Rulebook excerpt
Description
Combat Cards 61 snipeR Q. Unlike some other cards, Sniper doesn’t specify that the Sniper be made from a surplus unit. Does this mean the Sniper can be taken from casualty figures? A. There currently are four Combat Cards that allow figures to be brought into or back into the battle. This is how they play: » Sniper - A figure not deployed at the start of the battle or a figure lost during fighting may be used for the Sniper and added to the battle field. » Armor Factory - Figures not deployed at the start of the battle or lost during fighting may be used for the Armor unit. If there are not enough figures to make a full strength unit, the unit may not be placed yet. » Reinforcements - Figures not deployed at the start of the battle or lost during fighting may be used to muster a full strength reinforcement unit. If there are not enough figures to make a full strength unit, no Reinforcements can be placed yet. » Return to Duty - If there are not enough lost Russian Infantry figures, the extra Return to Duty rolls are ignored. 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. fRozen GRounD Q. Does the Winter Combat Card Frozen Ground still add one hex of movement when Winter Weather rules are in effect? A. Yes. sTReeT fiGhT Q. When playing Street Fighting, the card says, “One ordered unit in, or next to, a building hex may Close Assault with 1 additional die.” May the unit move before Close Assaulting? A. Yes, an ordered unit may move prior to battling. As the Combat Card rules state - One ordered unit in or next to a building hex may Close Assault with one additional die. Don’t forget that Combat Cards are played at various times during your turn. infilTRaToRs Note: For additional information, see “Behind Enemy Lines” on page 53. Q. Can I use Infiltrators in combination with Behind Enemy Lines to battle twice and move a single Infantry unit 12 hexes (or more with Take Ground)? A. No. These cards do not stack. Q. If you play Infiltrators (Combat Deck) or Behind Enemy Lines, then use the Heat of Battle to get an extra attack, does the additional die from Infiltrators/Behind Enemy Lines carry over? A. Yes. Heat of Battle allows the unit, after a successful Close Assault, to Take Ground and battle again with the bonus. heaT of baTTle Q. Can a unit Take Ground after the Heat of Battle attack? A. Yes, unless the terrain that was entered when the Heat of Battle card was played prevents the unit from moving further on the turn (Forest, buildings, etc.). Q. Can you play more than one Heat of Battle card on a unit? A. Yes. There is no limit to the number of Combat Cards you can play in a turn. 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 and Take Ground and battle

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Record 47780 · faq · Review: approved

Official FAQ v2 — PDF p. 64 [faq-64-1]

Rule Category
Rulebook excerpt
Description
baTTle Q. Can a unit Take Ground after the Heat of Battle attack? A. Yes, unless the terrain that was entered when the Heat of Battle card was played prevents the unit from moving further on the turn (Forest, buildings, etc.). Q. Can you play more than one Heat of Battle card on a unit? A. Yes. There is no limit to the number of Combat Cards you can play in a turn. 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 and Take Ground and battle again? A. Yes

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Record 47781 · faq · Review: approved

Official FAQ v2 — PDF p. 65 [faq-65-0]

Rule Category
Rulebook excerpt
Description
Combat Cards 62 ouT of aMMo Q. Can Out of Ammo be played against someone who just played Ambush, to prevent them from attacking? A. No. The Out of Ammo Combat card is played on an enemy unit when the opponent is taking his turn and may not be played against an ‘interrupt card’. Q. May the Ambush and Ambuscade card (or Out of Ammo), be played in succession against an enemy unit before it has a chance to attack? A. No. Only one card may be played against a unit that has declared a Close Assault. Q. What happens if I play Out of Ammo and there are no baseline hexes for my opponent to move his unit back to? A. The unit is placed in an empty hex in the next forward row of hexes. Q. What if I play Behind Enemy Lines and my opponent plays the Out of Ammo Combat Card just before my attack? A. Your unit does not get its second movement of up to three hexes because it was forced to return to your baseline. biTTeR ResisTanCe Q. Can I use a Bitter Resistance card to keep from retreating when my opponent plays Ambush, so I can continue to battle after he rolls a retreat Flag? A. Yes. In many cases Combat Cards make exceptions and will modify a rule. We play that Bitter Resistance, when played on a unit, allows the unit to ignore one Flag. Note: This card may also be used either alone or with other Bitter Resistance cards to ignore a Flag or Flags when attacked by an enemy Air Power or Barrage. ReMaininG CoMbaT CaRDs

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Record 47782 · faq · Review: approved

Official FAQ v2 — PDF p. 66 [faq-66-0]

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Rulebook excerpt
Description
OverlOrd 63 Xi. oVeRloRD GeneRal QuesTions Q. In Overlord, the rules state that the Commander-in-Chief (CIC) can issue anywhere from 1–3 cards to any of his Field Generals. Some of the cards, however, can only be played by the CIC himself (Barrage for example). Does this mean that the CIC can distribute three of his cards and also play a “CIC only” card like Barrage? A. No. The Commander-in-Chief may only play a maximum of three Command cards on his turn. When a Commander-in-Chief is playing a Tactic card ( Air Power or Barrage), it counts as one of his three cards. Another limitation is that a Commander-in-Chief may not play more than one Tactic card on his turn. To avoid confusion, a Commander-in-Chief must complete his Command card action ( Air Power or Barrage attack) before any of his Field Generals start playing cards received this turn. Q. When a Recon 1 card is played in an Overlord game, you may draw three cards at the end of the turn instead of two cards. On the turn during which the Recon 1 card is played, may other cards be played? A. Yes. The CIC may play up to two other cards along with a Recon 1. Q. Let’s say I’m playing an Overlord battle and I have two cards less than the maximum number I could hold (I have 10 cards but I could hold 12). If I play a Recon 1 card, do I get to draw three cards and keep the best two (since I can only hold 12)? A. No. In Overlord, the Recon 1 card simply allows you to draw up to three cards to replenish your hand instead of the normal two. You may never draw more cards than you are allowed to hold by the scenario briefing. So in your example, you may only draw two cards because the number of drawn cards allowed by the use of Recon 1 would push your hand past the limit of 12, which isn’t allowed at any time during Overlord battles. Q: If the Commander-in-Chief plays the Barrage or Air Power card (or Counter-Attacks these cards) in one section, can the Field General for that section receive cards in the same turn? A: Yes. The Field General may receive one Tactic card, two Section cards or he may roll for initiative. The Commander-in-Chief is still limited to three cards per turn, though. iMpeRial Japanese in oVeRloRD Q. Under the Imperial Japanese Army Command rules, in an Overlord scenario, if you roll a die to order a unit without playing a card and you roll a Flag, do you have to retreat a unit, or is that Flag ignored because Japanese Infantry never retreat? A. The Japanese unit must retreat. Japanese Infantry only ignore Flags when they are being attacked. aiRplanes in oVeRloRD Q. Is the Air Pack compatible with the Overlord version of Memoir ʻ44? A. Yes. The rules are available for download on the Memoir ʼ44 Overlord page: http://www. memoir44.com/content/overlord/. They accommodate both single and multiple copies of the Air Pack played in conjunction with Overlord scenarios. A reference page is also available under the Rules & Goodies section of the web site. Note: Check the Overlord and Air Pac

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Record 47783 · faq · Review: approved

Official FAQ v2 — PDF p. 66 [faq-66-1]

Rule Category
Rulebook excerpt
Description
ignored because Japanese Infantry never retreat? A. The Japanese unit must retreat. Japanese Infantry only ignore Flags when they are being attacked. aiRplanes in oVeRloRD Q. Is the Air Pack compatible with the Overlord version of Memoir ʻ44? A. Yes. The rules are available for download on the Memoir ʼ44 Overlord page: http://www. memoir44.com/content/overlord/. They accommodate both single and multiple copies of the Air Pack played in conjunction with Overlord scenarios. A reference page is also available under the Rules & Goodies section of the web site. Note: Check the Overlord and Air Pack FAQ for further questions. oVeRloRD on The easTeRn fRonT When Russian Command rules are in effect (Commissar rules) the Soviet Commander-in-Chief cannot normally play Command cards nor hand out orders to his Field Generals directly from his hand. Instead, he must use Command cards that were placed under his Commissar chip prior to this turn. The Air Sortie (if Air Rules are in effect), Ambush and Counter-Attack cards are exceptions; they may be played as normal. The Air Sortie card will be visible on the table, and the Counter-Attack card is played directly from the Soviet Commander-in-Chief’s hand, but only if playing these card(s) AND the Command cards already placed

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Record 47784 · faq · Review: approved

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