General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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1172 matching records · page 75 of 98

Pacific Theater — PDF p. 7 [pacific-7-0]

Rule Category
Rulebook excerpt
Description
7 II. NEW RULES Imperial Japanese Army Command Rules Drawing on the centuries-long tradition of the Bushido (“Way of the Warrior”), the Imperial Japanese Army rapidly became known for its fanaticism and ferocity during World War II. Soldiers were expected to serve stoically and choose death over dishonor in their service to the Emperor. In Memoir '44 Pacific Theater scenarios, Japanese Infantry units benefit from the following powers: ◆ Yamato Damashi Concept Strong respect for the “Soul of Old Japan” helped Japanese Infantrymen live by a strict code of conduct: Never be captured, never break down, and never surrender. Japanese Infantry units must always ignore the 1st flag rolled against them. When on a terrain or obstacle hex that already ignores a flag, Japanese infantry must ignore the first 2 flags rolled against them in any given dice roll. Finally Japanese Infantry inside caves must ignore all flags rolled against them. ◆ Seishin Kyoiku Doctrine Devised by Army Theorist Sadao Araki as a modern adaptation of the Bushido Code, the Seishin Kyoiku Doctrine provided the Imperial Infantrymen with the “Spiritual Spirit” they needed to serve the Emperor in battle. Japanese Infantry units at full strength carry out a Close Assault with 1 additional Battle die. This bonus only applies when a unit is in close assault combat and with its initial figure count (usually 4 figures) intact. ◆ Banzai War Cry A mark of respect for the Emperor, Banzai emerged as the preferred war cry of Japanese soldiers during World War II. An ordered Japanese Infantry unit may move 2 hexes and still battle when carrying out a Close Assault on an enemy unit. Terrain movement and battle restrictions still apply. A Japanese Infantry unit ordered by an Infantry Assault Command card may move 2 hexes and battle during a Banzai charge, but it may not move 3 hexes and battle. US Marine Corps Command Rules Gung-Ho! - A declaration of enthusiasm originally used by the Communist Chinese 8th Route Army during World War II. Gung-Ho! was first introduced into the US Marine Corps by Franklin Delano Roosevelt's protégé, Major Evans F. Carlson, leader of the famed 2nd Marine Raider Battalion. Soon thereafter, the expression spread to become the rallying cry of all Marines throughout the Pacific Theater. In all Memoir '44 Pacific Theater scenarios, the US Marines are Gung-Ho! They benefit from the following increase in Command capacity: ● Whenever a Section card is played, the US Marines player may activate 1 more unit than indicated by his card. If the card shows more than one section activated, the player may choose which of these sections he activates his additional unit in. ● In addition, all Tactic cards that normally activate 4 units activate 5 units instead, and those that activate 1 unit activate 2 instead. ● Other Tactic cards - Air Power, Artillery Bombard, Barrage, Close Assault, Infantry Assault and Their Finest Hour remain unchanged. ● When the US Marine player counter-attacks a

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Record 47832 · official · Review: approved

Pacific Theater — PDF p. 7 [pacific-7-1]

Rule Category
Rulebook excerpt
Description
wing increase in Command capacity: ● Whenever a Section card is played, the US Marines player may activate 1 more unit than indicated by his card. If the card shows more than one section activated, the player may choose which of these sections he activates his additional unit in. ● In addition, all Tactic cards that normally activate 4 units activate 5 units instead, and those that activate 1 unit activate 2 instead. ● Other Tactic cards - Air Power, Artillery Bombard, Barrage, Close Assault, Infantry Assault and Their Finest Hour remain unchanged. ● When the US Marine player counter-attacks an applicable Japanese Command card, the US Marine player activates 1 more unit than his Japanese counterpart did. In the opposite case, when the Japanese player counterattacks a US Marine Command card, he activates only the number of units marked on the card being countered.

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Record 47833 · official · Review: approved

Pacific Theater — PDF p. 8 [pacific-8-0]

Rule Category
Rulebook excerpt
Description
8 Night Attacks In some cases (indicated in the scenario's briefing notes), combat occurs at night under low-visibility conditions. Set the Night Visibility Chart next to the board. Position a single Battle Star token on the chart's initial spot, marked 1. Visibility on the board is limited to 1 hex. For the time being, all combat is limited to Close Assault on enemy units in adjacent hexes. At the start of each of his turns, the US player rolls 4 dice. For each Star rolled, move the Battle Star token 1 spot upward on the Night Visibility chart. Visibility and firing range improve to the corresponding number of hexes, as indicated on the chart. All units, including Artillery, are subject to this limitation on their firing range. When the Battle Star token reaches full daylight (firing range is now at 6 hexes), set aside the chart and Battle Star token. Normal combat visibility conditions resume, with normal firing ranges in effect. Until full daylight is reached, the Air Power and Barrage tactic cards may only be played to order 1 unit of the player's choice. III. NEW MEDALS & BATTLE STAR TOKENS Japanese Medal Japanese Medal: The Order of the Golden Kite Created by Emperor Meiji in 1889, The Order of the Golden Kite consisted of seven classes. Only 41 of the 1st class and 201 of the 2nd class were ever awarded. The Order of the Golden Kite was abolished by the US-led government of occupied Japan in 1947. Battle Star Tokens Battle Star tokens are generic tokens used to denote special effects, unique events, actions, or triggers associated with a given terrain hex or unit for the duration of a scenario. Remember that the rules these tokens introduce are not definitive, permanent rules, but rather scenario-specific additions, outlined in the Special Rules section of each scenario. Camouflage When indicated in the scenario's Briefing Notes, a Battle Star token may be used to mark units with camouflage. You may only target a camouflaged enemy unit in a Close Assault combat (adjacent hex). If a camouflaged unit moves or battles, it loses its camouflage and must remove its Battle Star. Minefields The scenario Briefing Notes indicate which side will lay Minefields out. Minefields are set up at the same time as terrain hexes. Before placing any Minefield, set all the Minefield pieces with the picture of the land mine face up. Mix the pieces. Now place one Minefield piece, selected at random, face up (number side hidden), on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face hidden from the players' view. When entering a Minefield, a unit must stop and may not move any further on that turn. Battle Star token

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Record 47834 · official · Review: approved

Pacific Theater — PDF p. 8 [pacific-8-1]

Rule Category
Rulebook excerpt
Description
iece, selected at random, face up (number side hidden), on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face hidden from the players' view. When entering a Minefield, a unit must stop and may not move any further on that turn. Battle Star token

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Record 47835 · official · Review: approved

Pacific Theater — PDF p. 9 [pacific-9-0]

Rule Category
Rulebook excerpt
Description
9 If the unit entering the Minefield is an enemy unit, turn the Minefield piece over to reveal its strength number. If the Minefield is a decoy ("0" strength), remove it from the board. Otherwise roll the number of Battle dice equal to the Minefield's strength. Score 1 hit for each die matching the unit's symbol or a grenade. Ignore all other symbols, retreat flag included. After any explosion, the Minefield remains in effect, its strength face up and visible to both players. If the unit entering the Minefield is a friendly unit (i.e. a unit that belongs to the player who laid the Minefield down), the unit must still stop, but will ignore the Minefield, never revealing it, if hidden, nor rolling dice. Note: In accordance with the general rules of retreat, a Minefield has no effect on retreat moves. Therefore, a retreating unit may move through a Minefield without stopping. Retreating units that move onto or through a Minefield do not roll for hits IV. NEW OBSTACLES & WAR SHIPS Field Bunkers Same effect as Bunker (M44 p. 16) In addition, either side may claim it as a defensive position. Rope Bridges Same effect as Bridge (M44 p. 15) War Ships - Destroyers Entire flotillas of warships roamed the Pacific offering crucial longrange offshore artillery support to convoys of amphibious landing forces. A War Ship may move 1 or 2 hexes in Ocean, but can never move onto Ocean hexes adjacent to a Beach hex. A War Ship provides long-range, offshore artillery support, firing over a range of eight hexes at 3,3,2,2, 1,1,1,1 respectively. When indicated by the scenario's Briefing Notes and Set-up, place a War Ship on the board map, and three Cross-hair Targeting markers next to it. When a War Ship scores a hit on a targeted enemy unit, if the unit is not eliminated or forced to retreat, place a Cross-hair Targeting marker on its hex. The War Ship's guns have now zeroed-in on this target, and will fire +1 Battle die at it from then on. Note that Cross- hair markers are not cumulative in their effect. If the target moves or is eliminated, the benefit of zeroing-in on the target is lost, and the Targeting marker removed and placed back next to the War Ship. A War Ship may be targeted during combat. One hit is scored for each Grenade rolled against the ship. Place a Battle Star on the War Ship to keep track of the damage inflicted. When a 3rd Battle Star is placed on the Ship, remove the War Ship from the board, and give it to your opponent for him to place on his Medal Stand. It counts as 1 Victory point. A War Ship may ignore the first Flag rolled against it. If a War Ship must retreat, it retreats 1 Ocean hex for each flag rolled. If it cannot retreat, add a Battle Star damage marker onto the War Ship instead.

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Record 47836 · official · Review: approved

Pacific Theater — PDF p. 9 [pacific-9-1]

Rule Category
Rulebook excerpt
Description
remove the War Ship from the board, and give it to your opponent for him to place on his Medal Stand. It counts as 1 Victory point. A War Ship may ignore the first Flag rolled against it. If a War Ship must retreat, it retreats 1 Ocean hex for each flag rolled. If it cannot retreat, add a Battle Star damage marker onto the War Ship instead.

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Record 47837 · official · Review: approved

Pacific Theater Rules

Rule Category
RuleBook
Description
includes scenarios

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Record 47538 · unclassified · Review: needs_review

Pacific Theater Rules

Rule Category
RuleBook
Description
includes scenarios

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Record 47542 · unclassified · Review: needs_review

Pacific Villages

Rule Category
Structure
Description
Same terrain effect as Towns & Villages (M44 p. 14)

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Record 46983 · unclassified · Review: needs_review

Palm Forest

Rule Category
Terrain
Description
Same terrain effect as Forests

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Record 46897 · unclassified · Review: needs_review

Palm Forest

Rule Category
Terrain
Description
No text description is stored for this record.

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Record 47417 · unclassified · Review: needs_review

Panther Tank Rule

Rule Category
Fan Created
Description
° 2 figures ° Moves 0-3 ° Attacks: 3,4,4 (better at long range) ° Hard to Hit - Only hit by Armor symbols ° Ignores the first retreat flag ° Mechanical failure: When entering forests, hedgerows, hills, roll 3 dice; star stops movement immediately and makes it unusable for next round

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Record 47061 · Fan-Created · Review: needs_review

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