General Howitzer · Field Guide
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1172 matching records · page 70 of 98
Official FAQ v2 — PDF p. 72 [faq-72-1]
- Rule Category
- Rulebook excerpt
- Description
- bRiDGe Q. If the Axis player plays a Recon 1 card on his first or second turn how many cards should he draw? A. The Axis player should draw two cards (for your Recon 1 card), keep one and discard the other, and then draw a ‘second’ card. 27 35 #2 19 18
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Record 47795 · faq · Review: approved
Official FAQ v2 — PDF p. 73 [faq-73-0]
- Rule Category
- Rulebook excerpt
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- ScenarioS 70 peleliu lanDinGs oVeRloRD Q. On p. 22 of the Pacific Theater Rules booklet it shows four (4) HQ and Supply Tents used in the set-up. On the Official Scenario Listing online http:// www.daysofwonder.com/memoir44/en/editor/view/?id=1517 it shows four (4) Pacific Villages being used in the set-up. Which of these terrain tiles are the correct ones to use? A. The four (4) Pacific Villages should be used in the set-up. poinTe-Du-hoC Q. May an Infantry unit Take Ground up the Cliffs at Pointe-Du-Hoc, after a successful Close Assault? A. An Infantry unit that successfully Close Assaults an enemy unit that is on the Cliffs at PointeDu-Hoc, from the Beach hexes below, CANNOT Take Ground (unlike in the original base game version of the same scenario). This helps make the job of the Rangers quite a bit tougher as they try to move up the Cliffs, and conform to the Cliffs & Sea Bluffs summary card introduced in the Air Pack. RaiD on baRCe Q. May I retreat my Long Range Patrol Car through a Town in the Raid on Barce scenario? A. No, Town hexes are considered impassable terrain for Long Range Patrol Cars and Armor in the Raid on Barce scenario. ReD baRRiCaDes faCToRy Q. The Conditions of Victory section is a little unclear (original Eastern Front version). A. The text should read that the hexes with both an Axis and Allied medal count as a medal for the side that occupies the hex. In addition, the four contiguous Ruins and Factory hexes at the Red Barricades Factory complex form a Temporary Majority Medal Objective worth two medals for whoever controls it. 22 22 22 #4 13 67
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Record 47796 · faq · Review: approved
Official FAQ v2 — PDF p. 74 [faq-74-0]
- Rule Category
- Rulebook excerpt
- Description
- ScenarioS 71 ResisTanCe aT MaRVie Q. In the scenario Resistance at Marvie a temporary majority medal is gained for controlling four Town hexes. However, one Town hex is further away from the others and a Church hex is close by. Which hexes count for the medal? A. The Church is indeed part of the four hexes that make up the Town of Marvie. The appropriate hexes are highlighted blue in this map example to the left. RiVeR buG Q. Is it safe to assume that the Russians control the Supply Train? A. Yes. The Russians control the Train. The Locomotive and Wagon are each loaded with one Russian Infantry unit. Q. Can the Russian Armor in the Bunkers in the River Bug scenario move out of them, or are they treated like Artillery in Bunker? A. The Russian Armor in the Field Bunkers may not move out of the Bunker. The Armor units in the Bunkers may ignore the first Flag. If forced to retreat, it cannot, and the unit must lose a figure for each retreat it cannot complete. 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 the Wagon was destroyed, only one Infantry unit will unload from the Locomotive; the other unit was lost with the Wagon at no medal cost. sainTe-MèRe-eGlise Q. Are all four 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 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. 28 21 60 20 19
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Record 47797 · faq · Review: approved
Official FAQ v2 — PDF p. 74 [faq-74-1]
- Rule Category
- Rulebook excerpt
- Description
- igure 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. 28 21 60 20 19
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Record 47798 · faq · Review: approved
Official FAQ v2 — PDF p. 75 [faq-75-0]
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- Rulebook excerpt
- Description
- ScenarioS 72 saVeRne Gap, VosGes Note: The Air Pack lists the Memoir scenario number as 35; the correct number is 16. Note: The Memoir scenario lists the date as September 19-21, 1944; the correct date is November 19-21, 1944. sChwaMMenauel DaM Q. When a Dam is Sabotaged in this scenario, is the unit on the Dam eliminated? A. No. Sabotaging either Dam does not mean the Dam is blown up. The Sabotaged Dam terrain hex is not removed and the unit on the Dam is not eliminated. Q. Are dice rolled each turn, after the Axis player Command card is played, regardless of the sector? For example, if you were playing a center section card,would dice still be rolled for Dam Sabotage? A. Yes. You roll to Sabotage as long as one of the Dams is occupied by an Axis unit. Q. If both Dams are occupied, and two Stars are rolled, does each Dam get one Star token, or does one Dam get both? A. Each Dam gets one token. If only one Dam is occupied and two Stars are rolled, the 2nd Star rolled has no effect. (Terrain Pack p. 9) Q. Is it possible for the Axis to Sabotage both Dams? A. Yes, if the Axis player occupies both Dam hexes and rolls four Stars for each Dam over a number of turns. sea of azoV Q. The Special Rules say that the Axis player can bring up to four Armor units onto the Allied baseline on his first turn. If I play Assault in the center would I get to bring in four Armor units and still order all of my other units in the center? A. Actually the Special Rules state that the Axis player, after his first turn, may on any ONE following turn, order 1 to 4 Armor units to enter the battlefield from the Russian baseline. The turn you choose to bring on these units and the Command card that is being played will play a big part in regard to the number of Armor units that can enter. For example, if you played an Assault card in the center you would be able to bring four Armor units onto the board and still order your other center units. sT. ViTh Q. In the St. Vith, Ardennes scenario, a special rule states that the Hills toward St. Vith are impassable. On the map, this translates to the fact that units moving out from St. Vith can’t climb the Hills. What about units coming in toward St. Vith? A. The Mountains in the Air Pack version are impassable both ways, moving from St. Vith and going toward St. Vith (unlike in the original base game version of the same scenario where the Hills were only impassable along the hex sides that faced St. Vith). 22 41 19 48 63 33 43
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Record 47799 · faq · Review: approved
Official FAQ v2 — PDF p. 75 [faq-75-1]
- Rule Category
- Rulebook excerpt
- Description
- were only impassable along the hex sides that faced St. Vith). 22 41 19 48 63 33 43
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Record 47800 · faq · Review: approved
Official FAQ v2 — PDF p. 76 [faq-76-0]
- Rule Category
- Rulebook excerpt
- Description
- ScenarioS 73 The suRRenDeR of elsTeR’s ColuMn Q. The Special Rules say, “The Allied player alone is able to conduct Air Strikes (Actions 3 - Air Strikes). The Air Power card cannot be played by the Allied player. If he draws it or receives it at game start, he must immediately discard it and draw a new one. Allies can use Air Strikes but no Air Power card...” These two rules seem to contradict themselves, so how should we play it? A. The rules should say, “Air Power card cannot be played by the Axis player.” swoRD beaCh (bReakThRouGh) Q. The Special Rules say that British Commonwealth Forces command rules are in effect, for British units (Nation 5 - British Commonwealth Forces). This rule is only in the online scenario, not in the printed book, so which is correct? A. They are both correct. In the printed book, the scenario was set up so players who do not own the Mediterranean expansion pack could enjoy this Breakthrough battle using only the base game. The online version allows players to use British Commonwealth Forces command rules if they so choose. swoRD of sTalinGRaD Q. The card printed on this map for Railroad Bridges (Terrain 37) says that units can only enter from adjacent track hexes, which is different than the normal Terrain Card. Is this a special rule for this scenario? A. No. The first statement on the card, “Railroad Bridges may only be entered or exited from adjacent track hexes”, does not apply to Sword of Stalingrad, nor is it a special rule for this scenario. In fact, the design of the scenario allows units to move from any adjacent hex onto a Railroad Bridge, even from a Balka (Terrain 65 - Balkas), where it says, “Unit may move out of a Balka directly onto a Bridge and vice versa, but must stop when doing so.” 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. 14 6 #3
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Record 47801 · faq · Review: approved
Official FAQ v2 — PDF p. 77 [faq-77-0]
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- Rulebook excerpt
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- ScenarioS 74 The TaTsinskaya RaiD Q. In The Tatsinkaya Raid the Conditions of Victory text seems to imply that the Russians must occupy the Airfield in order to win. (I understand it’s a Permanent Objective - but the winning conditions say “10 medals, including the Airfield for the Allies). Is this correct? A. Sort of. To win, the Russian player needs 10 medals including the permanent medal of the Airfield. This does not mean that the Russian player needs to have a unit on the Airfield hex at the end of the game, as long as he captured it sometime during the battle (since a Permanent Objective medal cannot be lost once the conditions are met). wake islanD Q. Is the Allied Aircraft really a Corsair? A. No. The Corsair was not available at this time in the war. The correct Airplane is the P40 or the P38. 26 12 70 The Official FAQ was created by Jesse «rasmussen81» Rasmussen. Graphics and icons Copyright © Days of Wonder 2004-2013. Q. Who is responsible for this massive FAQ? A. Although I created the FAQ, the community has helped in several ways. Stig Morten «ad79» Breiland, Steven «PanzerRunes» Erikson, Sam «sam1812» E. and Geoff «gheintze» Heintzelman helped with editing at different points. Jim «stevens» McCann deserves a special thanks for his continual and dedicated help with the FAQ both on the forums and with this booklet. Also, a special thanks to James Hebert for his help as I learned to use InDesign. Of course none of this would have been possible without Richard Borg taking so much time answering the plethora of questions we come up with, or without Days of Wonder encouraging and supporting this project. So really, this FAQ is brought to you by the entire Memoir ‘44 community! » Jesse Rasmussen ⟨FAQ Creator⟩
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Record 47802 · faq · Review: approved
Official FAQ v2 — PDF p. 8 [faq-8-0]
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- Rulebook excerpt
- Description
- Terrain 5 ii. TeRRain beaChes Q. When an Armor unit moves two hexes along clear terrain, may it enter a Beach hex as its third hex of movement? A. No. A unit that moves onto a Beach hex during any part of its movement phase (it does not matter if it’s the first or second hex) may only move two hexes for its total movement this turn. The unit, however, may Take Ground or Armor Overrun and gain an additional hex of movement that way. Examples: » An Armor unit moves ashore from the Ocean. The first hex is a Beach. The Armor can only move one more hex because it is limited to two hexes total. » An Armor unit moves from one Beach hex to another. The next hex is open ground, but the unit must stop after entering the open ground because it moved onto a Beach hex first and is limited to two hexes. » An Armor unit moves across one open hex then onto a Beach hex. It must stop when it enters the Beach hex because the two hex limit applies when the unit enters the Beach hex. Q. Can a unit move (not retreat) from a Beach hex back onto an Ocean hex? A. Yes. Although it seems strange, units can move from a Beach hex onto an Ocean hex or from one Ocean hex to another. Q. Is Desert terrain different than Beaches, even though they look similar? A. Yes. Desert terrain is played just like open countryside terrain. bunkeRs Q. When the Special Rules say that “only the Axis can claim Bunkers as a defensive position”, does that mean that Bunkers are impassable to Allies? A. No. Allied Infantry units can move onto the Bunker hex, but they will not benefit from any terrain protection; it is like Allied Infantry are on an open countryside hex. Q. If a Bunker is sitting on a Hill, do the terrain modifiers stack? Meaning that tanks are at -3 and Infantry -2 to shoot into the hex? A. No. Battle dice terrain reductions in the same hex are not cumulative. The highest modifier is the only one that applies (so the Bunker on a Hill offers the same defense as the Bunker on a countryside hex). Q. Bunkers state that units may ignore the first Flag, but the Barrage and Air Power cards state that Flags may not be ignored. When attacking a unit in a Bunker with one of these cards and a Flag is rolled does the unit in a Bunker have to retreat? A. Yes. Flags rolled against the unit in a Bunker from a Barrage and Air Power attack may not be ignored. Q. For Artillery in Bunkers, Flags are treated as a hit. Does Artillery in a Bunker still ignore the first Flag? A. Yes. Basically an Artillery unit in a Bunker may not retreat. Therefore it must lose one figure for each retreat Flag that cannot be completed. But like all other units in a Bunker hex, it may ignore the first Flag rolled against it. In other words, it takes two Flags to force it to retreat and take one hit, and three Flags for two hits. 1 15 ✪ Maximum movement onto beaches is 2 hexes. ✪ No combat restrictions ✪ Taking Ground and Armor Overrun remain possible ✪ Do not block line of sight-0 0 -0 2 16 ✪ Infantry may move in and batt
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Record 47693 · faq · Review: approved
Official FAQ v2 — PDF p. 8 [faq-8-1]
- Rule Category
- Rulebook excerpt
- Description
- hit. Does Artillery in a Bunker still ignore the first Flag? A. Yes. Basically an Artillery unit in a Bunker may not retreat. Therefore it must lose one figure for each retreat Flag that cannot be completed. But like all other units in a Bunker hex, it may ignore the first Flag rolled against it. In other words, it takes two Flags to force it to retreat and take one hit, and three Flags for two hits. 1 15 ✪ Maximum movement onto beaches is 2 hexes. ✪ No combat restrictions ✪ Taking Ground and Armor Overrun remain possible ✪ Do not block line of sight-0 0 -0 2 16 ✪ Infantry may move in and battle ✪ Bunkers have 360° arc of fire ✪ Impassable by Armor & Artillery ✪ Block line of sight ✪ Original owner’s units may ignore 1 flag ✪ Artillery in bunker may not retreat, must take loss instead -2 2 -1
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Record 47694 · faq · Review: approved
Official FAQ v2 — PDF p. 9 [faq-9-0]
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- Rulebook excerpt
- Description
- Terrain 6 Q. Does moving onto a Bunker stop movement for an Infantry unit? A. No, Infantry movement is not limited, but the presence of a Bunker makes a hex impassable to Tanks and Artillery. Q. Does moving onto a Bunker let a standard Infantry unit battle even if they moved twice to get there? A. No. Certain cards will allow standard Infantry units to move two hexes and attack, but Bunkers themselves do not create that ability. foResTs Q. My unit is located on a Forest hex, and is attacking an adjacent unit which is also on a Forest hex. Does the Forest protect the target unit or, like Hills, is there no protection because both units are on Forest hexes? A. Each Forest hex is considered separate, so the protection and terrain effects always apply. heDGeRows Q. Can a unit retreat onto a Hedgerow hex even if they didn’t start the turn adjacent to the hex (e.g. they get two retreat Flags against them and would end their turn in a Hedgerow)? A. Yes. Retreating allows you to ignore normal terrain movement restrictions. Note: Impassable terrain is still impassable to retreating units. Q. If a unit moves one hex out of a Hedgerow and makes a successful Close Assault, can the unit Take Ground or Armor Overrun? A. Yes. Q. May a unit start adjacent to Hedgerow hex, move to another hex adjacent to the Hedgerow, attack an enemy unit on a Hedgerow hex and then Take Ground into the Hedgerow hex? A. No, Hedgerows slow troops down. If a unit wants to move onto the Hedgerow hex, the unit cannot move on the same turn it enters a Hedgerow hex. heDGehoGs Q. Do Hedgehogs block Landing Craft from moving onto the hex? A. Yes. 3 13 ✪ Unit moving in must stop and may move no further on that turn ✪ Unit moving in cannot battle ✪ Block line of sight-2 2 -1 2 4 14 ✪ Unit moving in must stop and may move no further on that turn ✪ Block line of sight ✪ Unit moving in cannot battle that turn ✪ To enter or take ground, unit must start its move from adjacent hex ✪ When exiting, unit must stop on adjacent hex, may still Take Ground -2 2 -1 5 16 ✪ Infantry may move in or through, and battle ✪ Do not block line of sight ✪ Impassable by Armor & Artillery ✪ No combat restrictions ✪ Infantry in hedgehogs may ignore 1 flag -0 1 -0
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Record 47695 · faq · Review: approved
Open Terrain
- Rule Category
- Terrain
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Record 46889 · unclassified · Review: needs_review

