General Howitzer · Field Guide
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Overlord — PDF p. 4 [overlord-4-0]
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- Description
- 4 Now shuffle the two sets of Overlord Command cards together and give each Commander-in-Chief the number of cards indicated for that camp on the scenario's briefing notes or Battle Map. Players from each camp should now feel free to huddle together to discuss the scenario's Special Rules, Objectives and Victory conditions, and their own preferred strategies and tactics. Once the game starts, communications will be more restricted and will have to follow the chain of command. The Game Turn A Memoir '44 Overlord turn consists of the following sequence: 1. The Commander-in-Chief selects 1, 2 or 3 Command cards from his hand. He may give one card to each of his Field Generals, or give two Section cards to one Field General and one card to another , or just give one card to one Field General and nothing to the others, keep a card for himself to play it directly, etc. If some of the cards a Commander-in-Chief selects to play are Section cards, he must give these to the corresponding Field General(s), as indicated by the cards' upper corner arrows. If the card's arrow points to the left, only the Left Field General may receive and play it; if it points up, only the Center Field General, and to the right, only the Right Field General. If the arrow points in multiple directions, such as for the Recon in Force or the Pincer Movecard, it may then be given to any of the Field Generals the arrow points towards. The number inside the arrow states how many units the receiving Field General will be able to order , with "A" meaning "All". The text under the Section card's title and central illustration spells this out again in greater detail; but using the upper arrows will help you quickly organize your hand of Command cards and see at a glance who they can be dispatched to. If some of the cards a Commander-in-Chief selects to play are Tactic cards, he must: - play them himself if the icon in the upper corners of the card shows the C-in-C's silhouette - give them to the Field General of his choice if the icon is 3 arrows with a "?" inside - or do either of the above if both icons are present. A Field General who receives a Tactic card may never receive or play any other Command card during the same turn. Likewise, a Commander-in-Chief who plays a Tactic card directly can never play another Command card during the same turn (though he may still give two other Command cards to his Field Generals). The The American C-in-C receives 8 Command cards; his camp plays 1st. This Pincer Move card may be given to either the Left or the Right Field General. He may then use it to order 2 units in one of the two sections under his Command. This card must be played by the Commander-inChief himself. This card must be given to any one of the Field Generals. This card may be used to counter an opponent's Field General or Commander-in-Chief previous turn's action M44 overlord rules EN:Mise en page 1 16/06/08 16:00 Page 5
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Record 47972 · official · Review: approved
Overlord — PDF p. 4 [overlord-4-1]
- Rule Category
- Rulebook excerpt
- Description
- to his Field Generals). The The American C-in-C receives 8 Command cards; his camp plays 1st. This Pincer Move card may be given to either the Left or the Right Field General. He may then use it to order 2 units in one of the two sections under his Command. This card must be played by the Commander-inChief himself. This card must be given to any one of the Field Generals. This card may be used to counter an opponent's Field General or Commander-in-Chief previous turn's action M44 overlord rules EN:Mise en page 1 16/06/08 16:00 Page 5
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Record 47973 · official · Review: approved
Overlord — PDF p. 5 [overlord-5-0]
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- Description
- 5 Commander-in-Chief's Tactic card action must be completed first, before the Field Generals start playing the cards they just received. 2. A Field General must play the Command cards he receives, face up, in the section he is ordering troops. If he receives two Section cards, he must play one in each of his two sections. As a courtesy, when playing a Command card, a Field General places it face up in the section under his command in which he wishes to order units, so that his opponent Field General sitting across the table knows what he is up to. If the card received is a Tactic card or a Section card that can order units in both sections under the Field General's command at once, he places the card astride his two sections. As in standard Memoir '44, all unit movement must be completed before any battling. Field Generals should make sure all movement is completed for all sections of the battlefield before any battling starts. A unit may only be given one order in a turn. A unit in a section may cross over into another section under the command of a different Field General, but it may not be immediately ordered again in this new section. 3. If a Field General does not receive a card from his Commander-in-Chief during a turn, he may decide to act of his own initiative. A Field General acting on his own initiative rolls one die, with the following effect: If the symbol rolled does not correspond to any unit under the command of the Field General taking the initiative, no unit is ordered. The roll has no effect. 4. Once all the actions (movements and battles) of the Command cards given are completed, the Field Generals return the used Command cards to their Commander-in-Chief. He discards them, and draws two new Command cards, regardless of the number of cards he gave out and played during the turn. When drawing new cards, the Commander-in-Chief can never hold more Command cards than allowed by the scenario ’s briefing notes or Battle Map's indications. A Commander-in-Chief can never give out all the Command cards in his hand during a turn. He must always keep at least one in his hand, so that at the end of his turn, after drawing two new replacement cards, he has at least three cards in his hand. The Military Chain of Command When handing out Command cards, the Commanderin-Chief may talk in detail about the current battle situation, tactics and future strategy with one (and only one) of his Field Generals, but he may not show - nor should he state, at any time - what Command cards he holds. Once the discussion is complete, the Field General carries out the Command card. However, he does not have to follow his Commander-in-Chief’s advice or wishes. The other Field Generals receive their orders by wire or courier. The Commander-in-Chief may not talk with these Field Generals. He simply passes them the Command card(s) of his choice, hoping for the best. To keep the game moving briskly, first pass cards to Field Generals that receive them via wire or
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Record 47974 · official · Review: approved
Overlord — PDF p. 5 [overlord-5-1]
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- Rulebook excerpt
- Description
- y with one (and only one) of his Field Generals, but he may not show - nor should he state, at any time - what Command cards he holds. Once the discussion is complete, the Field General carries out the Command card. However, he does not have to follow his Commander-in-Chief’s advice or wishes. The other Field Generals receive their orders by wire or courier. The Commander-in-Chief may not talk with these Field Generals. He simply passes them the Command card(s) of his choice, hoping for the best. To keep the game moving briskly, first pass cards to Field Generals that receive them via wire or courier, then hand deliver orders to the Field General of your choice and discuss strategy. 1 Infantry unit of your choice is ordered. 1 Armor unit of your choice is ordered. 1 unit of your choice is ordered. 1 unit of your choice must lose 1 figure. The unit may not battle. 1 unit of your choice must retreat 1 hex. The unit may not battle. If none of your units is able to retreat, then one of them must lose 1 figure. INFANTRY ARMOR STAR FLAG GRENADE INITIATIVE ROLL M44 overlord rules EN:Mise en page 1 16/06/08 16:01 Page 6
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Record 47975 · official · Review: approved
Overlord — PDF p. 6 [overlord-6-0]
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- 6 Field generals may discuss tactics with each other at any time, but the Commander-in-Chief must limit his input to the time he is visiting the front. The Ambush card requires the Commander-in-Chief to keep a close watch on the battlefield. The card is given to a Field General when his opponent declares a Close Assault combat. The Commander-in-Chief draws one replacement card after the ambush is completed. PLAYING OVERLORD WITH EXPANSIONS Overlord in the Eastern Front The Soviet Commander-in-Chief cannot play Command cards, nor hand out orders to his Field Generals, directly from his hand. Instead, he must use Command cards placed under his Commissar chip prior to this turn. At game start, the Soviet Commander-in-Chief must thus place up to 3 Command cards of his choice under his Commissar chip. These are the cards he must play or hand out during his next turn. At the start of each turn, after taking the Command cards placed under his Commissar chip, the Soviet Commander-in-Chief must repeat this process and place some new Command cards under the chip, in preparation for the next turn. In no case can he ever place or have more than 3 cards under his chip. Unlike in a standard Eastern Front scenario, in Overlord mode, Recon 1 cards cannot be played directly from a Soviet Commander-in-Chief's hand. Instead, they are placed under the Commissar chip. The Air Sortie (if Air rules are in effect) and CounterAttack cards are exceptions; they may be played as normal, Air Sortie card visible on the table, and Counter-Attack card directly from the Soviet Commander-in-Chief 's hand, but only if playing these card(s) AND the Command cards already placed under the Commissar chip during the prior turn does not exceed the maximum of 3 Command cards played during a turn! The Ambush card is an exception as well: it may be given to a Field General and played immediately even if there are already 3 cards under the commissar chip (since the Ambushcard is not played during your turn). Air Sortie equivalent cards, such as Air Power if Air rules are in ef fect, and Counter-Attack cards can also be placed and played from under the Commissar chip, if the Soviet Commander-in-Chief wishes to, but the limit of 3 Command cards placed under the chip and 3 Command cards maximum being played during the turn must still be respected. All limitations regarding the play of Command cards by Field Generals (no more than 2 Section cards to a same Field General, no more Command cards than a single T actic card to a Field General, etc.) also remain in force at all time. Overlord in the Pacific Theater The US Marine Corps Commander-in-Chief can let one,and one only, of his Field Generals order 1 more unit than indicated on the Section card he gave him to play. He chooses which one, and tells him so at the start of the turn, when giving his Command cards out. All Tactic cards that activate 1 to 4 units activate 2 to 5 instead, even if multiple Field Generals receive a Tactic card this tur
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Record 47976 · official · Review: approved
Overlord — PDF p. 6 [overlord-6-1]
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- Description
- ld Generals (no more than 2 Section cards to a same Field General, no more Command cards than a single T actic card to a Field General, etc.) also remain in force at all time. Overlord in the Pacific Theater The US Marine Corps Commander-in-Chief can let one,and one only, of his Field Generals order 1 more unit than indicated on the Section card he gave him to play. He chooses which one, and tells him so at the start of the turn, when giving his Command cards out. All Tactic cards that activate 1 to 4 units activate 2 to 5 instead, even if multiple Field Generals receive a Tactic card this turn. When a US Marine Corps Field General or Commander-in-Chief counter-attacks his Japanese opponent through the play of a Counter-Attack card, he orders 1 more unit than indicated on the card of his opponent. The reverse is not true and a Japanese General countering a US Marine Corps Field General that plays a Move Outcard to order 5 units only counterattacks with 4 of his own, for instance. The Air Power, Air Sortie , Artillery Bombard , Barrage, Close Assault, Infantry Assault and Their Finest Hour cards are all unaffected by the US Marine Corps Gung-Ho! power. M44 overlord rules EN:Mise en page 1 16/06/08 16:01 Page 7
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Record 47977 · official · Review: approved
Overlord — PDF p. 7 [overlord-7-0]
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- Description
- 7 Overlord and the Air Pack When using the Air Pack in Overlord scenarios, all of the Air Pack rules for standard scenarios apply, with the following modifications: N If the Overlord scenario being played makes no reference to the Air Pack in its Special Rules section, and both camps still wish to use the Air Pack for the battle, then each Commander-in-Chief receives one Air Sortie card at the start of the game. The remaining Air Sortie cards are shuffled into the Command deck. N As in a standard scenario, Air Sortiecards drawn or received before the start of the game do not count toward a Commander-in-Chief's total hand size of Command cards. If an Air Sortie card is drawn, the Commander-in-Chief places it face-up, next to his camp but visible to the others, and draws a new Command card for his hand. N During his turn, the Commander-in-Chief may give the Air Sortie card (alone, or in combination with a Section card!) to any of his Field Generals. The Air Sortie is never played directly by the Commander-in-Chief himself. N The Air Sortiecard counts as one card toward the total of up to three cards the Commander-in-Chief may play during his turn. It also counts as one card toward the maximum of two cards a Field General may receive and play during this turn. N The Air Sortiemay not be given to a Field General if that Field General also receives another Tactic card this turn. But it can be given (and played) along with a Section card, if desired. N When playing the card, a Field General is subject to the same rules and limitations regarding the play of the Air Sortie as if he was playing with the Air Pack rules in a standard scenario. N Among other things, this means that if an airborne airplane is already in either of the Field General's two sections at the start of the turn, he will not be able to play an Air Sortie card to bring a second airplane in the sections under his control - though he may still play the card to activate one of his airborne airplanes without an Air Check! N A Field General that has not received any Command card this turn and decides to act of his own initiative may order an Airplane already present in one of his two sections to take-off or remain airborne, if he rolls a Star. N When two airplanes begin a turn in a same section of the board, as a result of a Field General flying his airplane into his neighboring Field General's section during the course of the previous turn, one of these airplanes will automatically be removed (unless on a split hex across the two Field General's sections). M44 overlord rules EN:Mise en page 1 16/06/08 16:01 Page 8
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Record 47978 · official · Review: approved
Overlord — PDF p. 7 [overlord-7-1]
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- during the course of the previous turn, one of these airplanes will automatically be removed (unless on a split hex across the two Field General's sections). M44 overlord rules EN:Mise en page 1 16/06/08 16:01 Page 8
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Record 47979 · official · Review: approved
Overlord — PDF p. 8 [overlord-8-0]
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- Description
- 1 Infantry unit of your choice is ordered. 1 Armor unit of your choice is ordered. 1 unit of your choice is ordered. 1 unit of your choice must retreat 1 hex. The unit may not battle. If none of your units is able to retreat, then one of them must lose 1 figure. INFANTRY ARMOR STAR FLAG GRENADE Copyright © 2004-2008 Days of Wonder, Inc. Days of Wonder™ and Memoir '44™ are registered trademarks of Days of Wonder, Inc. All Rights Reserved. 1 unit of your choice must lose 1 figure. The unit may not battle. 1. The Commander-in-Chief selects 1, 2 or 3 Command cards from his hand. 2. A Field General must play the Command cards he receives, face up, in the section he is ordering troops. If he receives two Section cards, he must play one in each of his two sections. 3. If a Field General does not receive a card from his Commander-in-Chief during a turn, he may decide to act of his own initiative. 4. Once all the actions (movements and battles) of the Command cards given are completed, the Field Generals return the used Command cards to their Commander-in-Chief. He discards them, and draws two new Command cards, regardless of the number of cards he gave out and played during the turn. INITIATIVE ROLL M44 overlord rules EN:Mise en page 1 16/06/08 16:00 Page 1
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Record 47980 · official · Review: approved
Pacific Theater — PDF p. 10 [pacific-10-0]
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- 10 War Ships - Aircraft Carriers Aircraft Carriers were used throughout the Pacific Theater to project air power over vast distances and provide offshore air support. An Aircraft Carrier moves the same way as a Destroyer, i.e. 1 or 2 hexes in Ocean, but can never move onto Ocean hexes adjacent to a Beach hex. An Aircraft Carrier may be targeted in Combat, in the same manner as a Destroyer. An Aircraft Carrier may be used to provide offshore air support and for staging Air Sorties when used in conjunction with the upcoming M'44 Official Carrying Case. V. NEW SPECIAL FORCES BADGES & NEW UNITS The Chindits The brainchild of General A. Wavell and Major General Ord Wingate, the Chindits were an international mix of British, Gurkhas, Burmese Rifles, Hong Kong volunteers and West African servicemen assembled to fight deep behind the enemy lines. Variously known as the 77th Infantry Brigade and the 3rd Indian Infantry Division, the Chindits made their first expedition into the jungles of Japanese-occupied Burma during Operation Longcloth, in February 1943. Their name came from a corruption of the Burmese “Chinthe”, a mythical creature, half-lion, half-dragon, whose statues guard the entrance of Burmese pagodas. Japanese Elite (Giretsu) An elite group made of Japanese Navy and Army paratroopers, the “Giretsu” Special Forces were the Imperial Japanese Army's lastditch answer to the B-29s air raids over the home islands. Trained for one-way travel to the USAAF bases on Guam, Saipan and the Ryukyu islands, the Giretsu made a name for themselves in a desperate night-drop over Okinawa, where they briefly seized control of the Yontan and Kadena air strips, and in similar operations over Iwo Jima, Guam and Saipan. Japanese, British and US Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the corps. They provided mobility, countermobility, survivability, topography and engineering support. An Engineer unit moves and battles like a Standard unit. However: In Close Assault Combat, an Engineer unit ignores all terrain Battle Dice reductions, i.e. its enemies are not protected by terrain. An Engineer unit that is on a hex with wire will reduce the number of Battle Dice it rolls by 1 and may also remove the wire from the hex on the same turn. The Engineer unit must be able to battle, to remove the wire. As such, it may not make a movement of 2 hexes and remove the wire on the same turn. An Engineer unit that moves onto a Minefield hex and is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit moves onto a Minefield hex and it cannot battle, the Minefield detonates. An Engineer unit must be able to battle, to remove a Minefield. It may not make a movement of 2 hexes and remove a Minefield the same turn. If an Engineer unit is ordered by an Infantry Assault card, it can move 2 hexes, battle, and remove the wire or clear a Minefield during the same turn; but it cannot move 3 hexe
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Record 47838 · official · Review: approved
Pacific Theater — PDF p. 10 [pacific-10-1]
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- Description
- ke a movement of 2 hexes and remove the wire on the same turn. An Engineer unit that moves onto a Minefield hex and is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit moves onto a Minefield hex and it cannot battle, the Minefield detonates. An Engineer unit must be able to battle, to remove a Minefield. It may not make a movement of 2 hexes and remove a Minefield the same turn. If an Engineer unit is ordered by an Infantry Assault card, it can move 2 hexes, battle, and remove the wire or clear a Minefield during the same turn; but it cannot move 3 hexes and battle nor remove the wire or clear a Minefield. US Marines A first-class Amphibious Assault force, the United States Marine Corps grew from two brigades to six divisions and five air wings during World War II. A central force throughout the Pacific Theater, the Marines were in many of the most ferocious fights against the Imperial Japanese Army, forever identifying “The Corps” with the battlefields of Guadalcanal, Iwo Jima and Okinawa.
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Record 47839 · official · Review: approved
Pacific Theater — PDF p. 11 [pacific-11-0]
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- 11 Mobile Artillery When indicated in the scenario's Briefing Notes, place a Mobile Artillery badge in the hex with the Artillery unit. Mobile Artillery units have two Artillery figures and combat over the same range and with the same firepower as normal artillery. However, a Mobile Artillery unit may move 1 hex and battle, or move 2 hexes and not battle. Flame Thrower Tanks Armor units equipped with Flame Thrower weapons move and battle like a Standard Armor unit. However, in Close Assault Combat, the Armor unit's Battle Dice reduction in difficult terrain is limited to a maximum of 1. Big Guns & Cross-hair Targeting Markers Big Guns are long-range batteries that turn out to be devastatingly effective over tremendous distances once properly zeroed in on a target. When a scenario indicates a Big Gun battery, place a Big Gun badge and three Cross-hair markers on the corresponding hex, along with the Artillery unit. Targeting Markers, distinguished by their cross-hair icons, are used in conjunction with Big Gun batteries to designate enemy units that the batteries have zeroed-in on. Big Guns fire over a range of eight hexes, at 3, 3, 2, 2, 1, 1, 1, 1 respectively. When a Big Gun scores a hit on an enemy target unit and the unit is not eliminated or forced to retreat, place one Big Gun Cross-hair marker on the hex of the targeted unit. When a Big Gun Battery fires at a unit in a hex with a Cross-hair marker, the Big Gun Battery rolls 1 additional die (it has found the range and has zeroed-in on the target). Cross-hair markers are not cumulative. The Cross-hair marker stays on the hex until the unit moves from the hex or is eliminated. When the unit moves from the hex, the cross-hair marker is placed back on the hex with the Big Guns. VI. WEB ACCESS Enclosed with this expansion is a unique Web Access code number. You will find it printed on a label glued inside the inner lid of your expansion box. Please log on onto www.memoir44.com and enter it following the same instructions as you did for the first access code number you received with your original Memoir '44 game box. This second number will automatically grant you access to the latest version of our Scenario editor, which now supports all expansions released to date. We hope you'll enjoy it, and look forward to your many well thought-out and documented contributions.
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Record 47840 · official · Review: approved

