General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

Memoir '44 Rules Database

Search the Memoir ’44 rules database by keyword. Use the category checkboxes to narrow your results.


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1172 matching records · page 76 of 98

Paradrop

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

Picture

No picture is stored for this record.

Record 47082 · unclassified · Review: needs_review

Paradrop

Rule Category
Campaign Book1
Description
No text description is stored for this record.

Picture

No picture is stored for this record.

Record 47228 · unclassified · Review: needs_review

Paradrop

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

Picture

Paradrop — rule card

Record 48025 · unclassified · Review: needs_review

Partial Blitz Rules

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

Picture

No picture is stored for this record.

Record 47516 · unclassified · Review: needs_review

Partial Blitz Rules

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

Picture

Partial Blitz Rules — rule card

Record 48026 · unclassified · Review: needs_review

Patrol Cars / Jeep Willys

Rule Category
Weapons Unit
Description
Long Range Patrol Cars Unit The number of Patrol Car figures to deploy in a Patrol Car unit is indicated in the small yellow circle located in the lower right corner of the Patrol Car icon. This number may range from 1 to 3 figures. A Patrol Car unit is treated like Infantry for all purposes. Patrol Cars Targeting Patrol Cars are much more elusive and harder to hit than normal Infantry figures. All enemy battle dice rolled against a Patrol Car are ignored. Instead, those dice that would have scored a hit had the unit been a normal Infantry unit are re-rolled. One hit is confirmed for each re-roll that is a Grenade; all other re-rolls (including Flags, if any) are ignored. Patrol Cars Medals A Patrol Car unit that is destroyed (when all figures in the Patrol Car unit have been eliminated) provides the opponent with a Medal, like other units in the game. Patrol Cars Movement & Battle An ordered Patrol Car unit may move up to 4 hexes and battle any enemy target unit 3 or fewer hexes away. It combats with 3 dice in Close Assault (enemy on adjacent hex), 2 dice against a target at 2 hexes and 1 die against a target at 3 hexes. On a successful Close Assault, it may Take Ground but not do an Armor Overrun. ADDITIONAL TERRAIN CONSIDERATIONS A terrain that is identified in the rules as Impassable or Impassable to Armor & Artillery is also considered as impassable to Patrol Car units. In addition: ◆ Oceans - Patrol Cars cannot retreat into ocean hexes, except when on a Landing Craft. ◆ Cliffs & Sea Bluffs - Patrol Cars may not move up/down from the beach, oceans or shorelines. ◆ Wire - Patrol Cars may not remove wire. ◆ Railroad Bridges & Railroad Tracks - Patrol Cars COMMAND CARD CONSIDERATIONS ◆ Infantry Assault - Patrol Car units may be ordered by this Command card and move up to 4 hexes and battle. ◆ Move Out - Patrol Car units may be ordered using this Command card. ◆ Ambush, Close Assault, Firefight - Patrol Car units may be ordered by these Command cards. ◆ Behind Enemy Lines, Dig-in, Medics & Mechanics - Patrol Car units may not be ordered using any of these Command cards. ◆ Their Finest Hour - A Patrol Car unit may be ordered by this Command card when an Infantry symbol or a Star is rolled. Ordered units battle with 1 additional die. ACTIONS CONSIDERATIONS ◆ Collapsible Rafts and Boats - A Patrol Car unit may not be transported by Collapsible Rafts or Boats. ◆ Heroic Leader - A Heroic Leader may be added to a Patrol Car unit. ◆ Hospital Recovery, Oasis Recovery - A Patrol Car unit may not recover in a Hospital or Oasis. ◆ Reinforcements - A Patrol Car unit may not be called in as Reinforcements. Trivia: Why were they called Jeeps? Ford used a designation for vehicles developed for the government as "GP"

Picture

No picture is stored for this record.

Record 47011 · unclassified · Review: needs_review

Patton's Iron Fist

Rule Category
Fan Created
Description
Used in the 2026 Chicago's Finest Hour Tournament. When playing Allies in "Patton's Kasserine Crucible" scenario, At the end of the Allied players turn, when it is time to pick a fresh card, s/he can instead select any card from the DISCARD pile which they would like to use in one of their future turns. They may only do this once during the scenario. Why? Gen. Patton's determination in the face of battle often helped him to win against great challenges. This card honors the extra fortitude which he displayed in so many battles. This could, of course, be played in any scenario representing the 3rd Army in action.

Picture

Patton's Iron Fist — rule card

Record 47527 · Fan-Created · Review: needs_review

Piers

Rule Category
Structure
Description
◆ 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.

Picture

No picture is stored for this record.

Record 46984 · unclassified · Review: needs_review

Piers

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

Picture

No picture is stored for this record.

Record 47442 · unclassified · Review: needs_review

Pincer Move

Rule Category
CardSet - Command
Description
No text description is stored for this record.

Picture

No picture is stored for this record.

Record 47115 · unclassified · Review: needs_review

Pincer Move

Rule Category
CardSet - Sectional CardSet - Command
Description
No text description is stored for this record.

Picture

No picture is stored for this record.

Record 47453 · unclassified · Review: needs_review

Pincer Move

Rule Category
CardSet - Overlord
Description
No text description is stored for this record.

Picture

No picture is stored for this record.

Record 47579 · unclassified · Review: needs_review

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