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1172 matching records · page 74 of 98
Pacific Theater — PDF p. 23 [pacific-23-0]
- Rule Category
- Rulebook excerpt
- Description
- 23 Historical Background At 05.30 the morning of September 15, 1944, naval support ships began a massive pre-landing bombardment of Peleliu, in the Palau islands. Armored amphibious tanks came ashore ahead of the infantry waves of the 1st, 5th and 7th Marines. But the bombardment had failed to destroy Colonel Kunio Nakagawa's soldiers and artillery resistance on the island. Soon, their enfilading artillery and anti-boat gun fire inflicted severe vehicle losses on the LVTs. On the far left, the 1st Marines, led by Guadalcanal veteran, Captain George P . Hunt, flushed out t he Japanese troops holed up in the caves of the 'Point'. In the center the 5th Marines met scattered resistance and moved inland toward the airfield. Their advance, however, was soon halted because of the lack of progress on their left. On the far right, the 7th Marines drew heavy fire from nearby islands, before veering off to their left and causing confusion on the center landing beaches. Around 16.30, a Japanese counter-attack of tanks and infantry across the airfield was repulsed and a second attack later in the day also thrown back. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 8 Command cards. US Marine Player ◆ Take 11 Command cards. ◆ You move first. Conditions of Victory ◆ 13 Medals. A Marine unit that exits off the Japanese side of the battlefield from the exit hex as indicated on the baseline, counts as one Victory Medal. The Allied unit is removed from play. Place one figure from this unit onto the Allied Medal Stand. If the Marine player captures and holds three of the four buildings around the Airfield, it counts as one Victory Medal. The medal once gained continues to count toward the Allied victory, even if the units move off of these hexes or is eliminated. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. The Japanese player is in control of the Bunker on the Japanese right and may claim it as a defensive position. The other bunkers are Field Bunkers (p. 9). Airfields are explained on p. 4. Jungles are explained on p. 5. Minefields are explained on p. 8. The Japanese player will lay Minefields out. Marshes are explained in the Terrain Pack p. 4. Mountains are explained on p. 5. A War Ship is described on p. 9.
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Record 47852 · official · Review: approved
Pacific Theater — PDF p. 23 [pacific-23-1]
- Rule Category
- Rulebook excerpt
- Description
- are explained on p. 8. The Japanese player will lay Minefields out. Marshes are explained in the Terrain Pack p. 4. Mountains are explained on p. 5. A War Ship is described on p. 9.
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Record 47853 · official · Review: approved
Pacific Theater — PDF p. 24 [pacific-24-0]
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- Hill 382 The Amphiteater Turkey Knob Bunker Bunker Bunker Minami 55 - [IWO JIMA] THE MEAT GRINDER -FEBRUARY 26-MARCH 6 1945 1 x11 x10 2 3 x9 x34 Setup order x36 x35 7 x5
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Record 47854 · official · Review: approved
Pacific Theater — PDF p. 25 [pacific-25-0]
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- 25 Historical Background On February 26, 1945 the Marines of the 4th Division found themselves facing a formidable complex of defensive positions on Iwo Jima. Hill 382, The Amphitheater, Turkey Knob and the village of Minami, were to become collectively known as the 'Meat Grinder'. A well-planned defense layout, the remarkable combination of weapons, minefields, caves and bunkers devised by Japanese General Kuribayashi held out against repeated attacks. Several times, the Marines' advance looked promising, only to bog down and then be driven back to retreat under heavy fire. The Japanese forces also used infiltration tactics and a counter-attack with a limited number of tanks to further slow the Marines down. Units from the 3rd Division were also thrown against the position as the massive casualty figures truly earned the 'Meat Grinder' its name in a short week's worth of fighting. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 5 Command cards. US Marine Player ◆ Take 5 Command cards. ◆ You move first. Conditions of Victory ◆ 7 Medals. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7) The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Engineers are explained p. 10. The Marine Special Forces Tank units are Flame Thrower Tanks. Place an Flame Thower badge in the same hex with these units to distinguish it from the other units. Flame Thrower Tanks are explained p. 11. Caves are explained on p. 4. The Japanese player is in control of the Bunkers and may claim them as a defensive position. Jungles are explained on p. 5. Minefields are explained on p. 8. The Japanese player will lay the Minefields out.
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Record 47855 · official · Review: approved
Pacific Theater — PDF p. 26 [pacific-26-0]
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- Rulebook excerpt
- Description
- The Half Moon Sugar Loaf 56 - [OKINAWA] SUGAR LOAF AND HALF MOON -MAY 13-19, 1945 1 x4 x10 2 Setup order x23
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Record 47856 · official · Review: approved
Pacific Theater — PDF p. 27 [pacific-27-0]
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- Description
- 27 Historical Background The Japanese units defending the western flank of the Shuri line were in a strong defensive position. Entrenched in tunnels with interlocking fields of fire between Sugar Loaf, Half Moon and the surrounding hills, they were able to hold off the attacks of the 6th Marine Division. At times, the Marines were able to secure a hill top position only to later be driven off by Japanese forces attacking from other caves and a maze of tunnels. On May 19th, after seven days of fighting, the area was finally secured. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 4 Command cards. US Marine Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 6 Medals. When all the Japanese units in a section of the battlefield (right, center or left) are eliminated, the Marines gain one Victory Medal. As long as no Japanese units move back into the section it continues to count toward the Marine victory. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. The Marine Special Forces Artillery unit is Mobile Artillery. Place an Mobile Artillery badge in the same hex with this unit to distinguish it from the other units. Read p. 11 about Mobile Artillery. Caves are explained on p. 4.
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Record 47857 · official · Review: approved
Pacific Theater — PDF p. 28 [pacific-28-0]
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- NEW FIGURES The Pacific Theater provides a full Japanese army with new figures. IMPERIAL JAPANESE ARMY SOLDIER Known for his ferocity and fanaticism, the Japanese soldier drew heavily from the stoicism and adherence to Bushido Code of his ancestral role model, the Samurai. Honor was paramount, and so was name and saving face. Death before dishonor was the guiding rule of even the average Japanese Infantryman. Tied to this intense respect for tradition, was an unquestioned, unwavering respect for the Emperor, whose voice almost no Japanese had ever heard, but whose words and very existence were considered of divine nature. TYPE 95 HA-GO LIGHT TANK The Type 95 was developed as an alternative to the Type 89, which could not keep up with the movement of the mechanized infantry units it was supposed to coordinate with. For this reason, it was code-named Ha-Go or “Second car”. Similar to the British Cruiser tank, its very light armor was widely thought to be inappropriate for infantry support; its speed and armament nonetheless made it the most numerous of all Japanese Tanks. TYPE 88 75MM ANTI-AIRCRAFT GUN This anti-aircraft gun, first introduced in 1927, was based on a Vickers design, and vastly superior in both accuracy and range to Japan's first AA gun, the Type 11. It was soon outclassed by the rapid progress of Allied air power, however.
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Record 47858 · official · Review: approved
Pacific Theater — PDF p. 3 [pacific-3-0]
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- 3 TABLE OF CONTENTS PAGE REFERENCES A page number written like this: M44 p.7 indicates page 7 inside the original rules book of MEMOIR '44. A page number written like this: p.9 indicates page 9 inside this booklet. I. NEW TERRAIN TILES 4 Airfields 4 Beaches 4 Caves on Hills/Mountains 4 Hills 4 Hospital 5 HQ-Supply Tents 5 Jungles 5 Labor Camp 5 Mountains 5 Pacific Villages 5 Pier 6 Rice Paddies & Fish Ponds 6 River Mouth & Branches 6 Trenches 6 II. NEW RULES 7 Japanese Command Rules 7 Yamato Damashi Concept 7 Seishin Kyoiku Doctrine 7 Banzai War Cry 7 US Marines Command Rules 7 Gung Ho! 7 Night Attack Rules 8 III. NEW MEDALS & TOKENS 8 Japanese Medal 8 Battle Star Tokens 8 Camouflage 8 Minefields 8 IV. NEW OBSTACLES & WAR SHIPS 9 Field Bunkers 9 Rope Bridges 9 Destroyers 9 Aircraft Carriers 10 V. NEW BADGES & UNITS 10 Chindits 10 Japanese Giretsu 10 British, Japanese and US Engineers 10 US Marines 10 Mobile Artillery 11 Flame Thrower Tanks 11 Big Guns 11 VI. WEB ACCESS 11 VII. SCENARII 12 Wake Island 12 [Guadalcannal] Matanikau River 14 [Guadalcannal] Slopes of Mount Austen 16 [Guam] Landings 18 [Guam] Japanese Counterattack 20 [Peleliu] Landings - Overlord 22 [Iwo Jima] The Meat Grinder 24 [Okinawa] Sugar Loaf and Half Moon 26 APPENDIX- NEW FIGURES 28 The Japanese Infantryman 28 Type 95 Ha-Go Light Tanks 28 Type 88 75 mm AA Gun 28 This icon indicates that we are introducing a new rule to MEMOIR '44. This icon indicates a rule that was already introduced in a prior expansion pack for MEMOIR '44. Terrain pack Eastern Front
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Record 47827 · official · Review: approved
Pacific Theater — PDF p. 4 [pacific-4-0]
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- Rulebook excerpt
- Description
- 4 I. NEW TERRAIN TILES & LANDMARKS Airfields Same terrain effect as Airfield hex (TP p. 9) ◆ Movement: No movement restrictions. ◆ Battle: No combat restrictions. ◆ Line of Sight: An Airfield hex does not block line of sight. ◆ Special Rules: If you own the Air Pack that comes with the Memoir'44 Official Carrying Case and the scenario indicates Air Sortie rules as an option, you may make Air Sorties from, and landings on, Airfield hexes under your control. For more details, please refer to the Air Sorties rules in the Air Pack booklet that comes with the Memoir'44 Official Carrying Case. Beaches Same terrain effect as Beaches hex (M44 p. 15) Mountain Caves & Caves on Hills ◆ Movement:Only Japanese infantry units may claim a Cave as a defensive position. Caves are impassable terrain to Armor and Artillery units. No movement restrictions for Infantry units. ◆ Battle: When battling an enemy unit that is on a Cave hex, Infantry and Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. A Japanese unit on a Cave hex must ignore all flags rolled against it. ◆ Line of Sight:A Cave hex has the same line of sight effects as its underlying terrain. ◆ Special Rules: Only Japanese Infantry may use a Cave network to move from any Cave hex it occupies onto any other empty Cave hex as its entire movement for the turn. The unit may still battle. Allied Infantry may attempt to seal a Cave by moving onto it. As long as no enemy unit is adjacent to the Cave hex, the Allied Infantry may roll its Close Assault dice in lieu of battling. If a star is rolled, the Cave is successfully sealed: Turn the Cave hex to its other side to reveal its underlying terrain. Hills Same terrain effect as Hills (M44 p. 14) Mountain Caves Caves on Hill
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Record 47828 · official · Review: approved
Pacific Theater — PDF p. 5 [pacific-5-0]
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- Rulebook excerpt
- Description
- 5 Hospital, HQ-Supply Tents ◆ Movement: No movement restrictions. ◆ Battle: No combat restrictions. ◆ Line of Sight: Hospitals, HQ-Supply Tents block line of sight. ◆ Special Rules: Hospital:An ordered infantry unit on a Hospital hex may recover lost figures, as long as no enemy unit is in an adjacent hex, by applying the exact same procedure as a Medics & Mechanics Command card, but rolling 6 dice instead. The unit cannot move or battle this turn, even if it is healed. HQ & Supply:If an enemy unit captures your HQ-Supply tent hex, your opponent selects one of your Command cards at random to discard. Until you reclaim the HQSupply hex, you must play with one less Command card in hand. When you reclaim the hex, immediately draw a supplemental Command card to replenish your hand to its original size. Jungles ◆ Movement: A unit that enters a Jungle hex must stop. The unit may still Take Ground after a successful Close Assault. ◆ Battle: An Infantry or Armor unit that moves onto a Jungle hex from an adjacent hex may still battle. An Armor unit that makes a successful Close Assault may Take Ground and do an Armor Overrun Combat. When battling an enemy unit that is on a Jungle hex, Infantry reduce the number of Battle dice rolled by 1, Armor by 2. Artillery Battle dice are not reduced. ◆ Line of Sight: A Jungle blocks line of sight. Labor Camp Same terrain effect as Towns & Villages (M44 p. 14) Mountains Same terrain effect as Mountains hex (TP p. 5) ◆ Movement:Only an Infantry unit may move up from a Hill onto an adjacent Mountain hex, or down from a Mountain onto an adjacent Hill hex. Infantry may also move from a Mountain hex onto an adjacent Mountain hex. Infantry movement from other terrain hexes or a game board countryside hex is not possible. Mountains are impassable terrain to Armor and Artillery units. ◆ Battle: When battling an enemy unit that is up a Mountain, Infantry and Armor reduce the number of Battle dice rolled by 2, and Artillery Battle dice are not reduced. When battling an enemy unit at the same height as your unit, there is no Battle dice reduction unless the target unit is on a different Mountain range (i.e. Mountain hexes are not connected). An ordered Artillery unit in position on a Mountain hex may target any enemy target unit 7 or fewer hexes away. It combats at 3,3,2,2,1,1, and 1. ◆ Line of Sight: A Mountain blocks line of sight for units trying to look over the Mountain. Line of sight is not blocked when units are at the same height and on the same Mountain. Pacific Villages Same terrain effect as Towns & Villages (M44 p. 14)
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Record 47829 · official · Review: approved
Pacific Theater — PDF p. 5 [pacific-5-1]
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- Rulebook excerpt
- Description
- ts trying to look over the Mountain. Line of sight is not blocked when units are at the same height and on the same Mountain. Pacific Villages Same terrain effect as Towns & Villages (M44 p. 14)
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Record 47830 · official · Review: approved
Pacific Theater — PDF p. 6 [pacific-6-0]
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- Rulebook excerpt
- Description
- 6 Pier ◆ Movement: A unit may only move onto a Pier hex from a Land / Beach hex. A unit may not move onto a Pier hex from an Ocean hex. ◆ Battle: No combat restrictions. ◆ Line of Sight: A Pier does not block line of sight. Rice Paddies Same terrain effect as Marshes hex (TP p. 4) ◆ Movement: An Infantry or Armor unit that moves onto a Rice Paddy hex must stop and may not move further on that turn. A unit that leaves a Rice Paddy hex may only move onto an adjacent hex. An Artillery unit may not enter a Rice Paddy hex. ◆ Battle: An Infantry unit on a Rice Paddy hex does not have any battle restrictions. An Armor unit may not battle, the turn it moves onto, or out of, a Rice Paddy hex. An Armor unit that makes a successful Close Assault Combat against a unit on a Rice Paddy may Take Ground but may not make an Armor Overrun. ◆ Line of Sight: A Rice Paddy does not block line of sight. River Mouth & River Branch Same effect as River hex (M44 p. 4) Trenches Same terrain effect as Trenches (EF p. 2) ◆ Movement: An Infantry or Armor unit that moves onto a Trench hex must stop and may not move further on that turn. A Trench hex is impassable to Artillery. ◆ Battle:An Armor unit on a Trench hex may not battle. When battling an enemy unit that is on a Trench hex, Infantry and Armor reduce the number of Battle Dice rolled by 1, and Artillery Battle Dice are not reduced. An Infantry unit in Trenches may ignore the first flag rolled against it. ◆ Line of Sight: Trenches do not block line of sight. Fish Ponds ■ Fish Ponds use the same hexes and have the same terrain effect as Rice Paddies. ■ Except that no unit, not even Infantry, may battle the turn it enters a Fish Pond hex. ■ Taking Ground, and all other movement and battle, remain the same as described in Rice Paddies. Fordable Streams A scenario's special rules will indicate when a River terrain is fordable. ■ Movement: A unit may enter a River hex that is a fordable stream, but must stop. The unit may still Take Ground after a successful Close Assault Combat. ■ Battle: No combat restrictions. ■ Line of Sight:A Fordable Stream does not block line of sight.
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Record 47831 · official · Review: approved

