General Howitzer · Field Guide
Memoir '44 Rules Database
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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
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
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
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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.
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




