General Howitzer · Field Guide
Memoir '44 Rules Database
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828 matching records · page 69 of 69
Winter Combat Cards
- Rule Category
- CardSet - Combat
- Description
- The Winter Combat cards are designed to help spice up your Memoir '44 scenarios by introducing the harsh fighting conditions of winter warfare where applicable. Combat cards are not like standard Command cards; rather they are usually played side-by-side with, or in addition to any, Command card played during your or your opponent's turn; their play helps represent the chilling intensity of winter combat! When Winter Combat card rules are in effect, shuffle the Winter Combat deck and deal 2 cards to each player before the start of battle. Or deal 1 card to each Field General, if playing in Overlord mode. Place the remaining Combat cards in a deck next to the deck of Command cards, within easy reach of the players. Winter Combat Rules & Deck of Cards Combat cards may be played during any turn, in addition to the play of a Command card, but must respect the following rules: ◆ Combat cards are usually played in conjunction with unit(s) ordered with a Command card, to enhance these units' actions. When that is not the case, a sentence at the bottom of the card spells out when the card is played. ◆ Combat cards that increase the number of Battle dice rolled are cumulative in effect, when played on the same ordered unit(s). ◆ There is no limit to the number of Combat cards a player may hold or the number of Combat cards he may play during his, or an opponent's, turn. ◆ A player may only draw a new Combat card from the deck at the end of a turn in which he has played a Recon Command card - but not a Recon in Force or any other Command card! ◆ Once played, Combat cards are discarded next to the Combat deck. ◆ If the Combat deck ever gets depleted, shuffle the Combat cards discarded to form a new draw pile. ◆ When a Their Finest Hour Command card is played, reshuffle the Combat card discards and draw pile together to form a new draw pile. When a Winter Combat card refers to Buildings, this is meant to include all towns, villages and any other manmade landmarks or urban constructs (train station, city ruins, etc...). When a Winter Combat card refers to Spare Figures, these figures must come either from figures that were not initially deployed at the start of battle or from figures lost in fighting. If a card refers to a Full strength unit, then this card may not be played that way unless there are enough spare figures available to deploy the unit at full strength (ie with the same number of figures the unit would have had if deployed at the start of battle). In Overlord mode, a Field General may only play a Combat card on a unit he orders. Combat cards that are played against enemy units, may be played on enemy units that are taking actions against one of your units or against an enemy unit that starts in or ends in the battlefield section under your command.
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Record 47037 · unclassified · Review: needs_review
Winter Combat Cards
- Rule Category
- CardSet - Winter
- Description
- No text description is stored for this record.
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No picture is stored for this record.
Record 47494 · unclassified · Review: needs_review
Winter Field Bunkers
- Rule Category
- Structure
- Description
- Same effect as a Bunker (M44 p.16). In addition, either side may claim it as a defensive position.
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No picture is stored for this record.
Record 46971 · unclassified · Review: needs_review
Winter Forest
- Rule Category
- Terrain
- Description
- A Winter Forest hex has the same effect as a Forest hex (M44 p.13), and is used here for better visual effect
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No picture is stored for this record.
Record 46964 · unclassified · Review: needs_review
Winter Forest
- Rule Category
- CardSet - Combat CardSet - Winter
- Description
- No text description is stored for this record.
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No picture is stored for this record.
Record 47159 · unclassified · Review: needs_review
Winter Forest
- Rule Category
- CardSet - Winter Action
- Description
- No text description is stored for this record.
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No picture is stored for this record.
Record 47508 · unclassified · Review: needs_review
Winter Forest; Winter Hill; Winter Village
- Rule Category
- Structure Terrain
- Description
- These terrains have the same effects as the Forest, Hill and Town & Village hexes introduced in the base game. Their snow-covered appearance is purely cosmetic.
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No picture is stored for this record.
Record 47034 · unclassified · Review: needs_review
Winter Wars Rules
- Rule Category
- RuleBook
- Description
- No text description is stored for this record.
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Record 47541 · unclassified · Review: needs_review
Winter Weather
- Rule Category
- Terrain Action
- Description
- ◆ Armor and Vehicle movement is reduced to 2 hexes max unless the unit’s entire movement is on a road (ie the unit starts its turn on a road hex, moves only on road hexes and ends its turn on a road hex), in which case it may move 1 additional hex for a maximum of 3. ◆ When applicable, Taking Ground and Armor Overrun are still permitted. ◆ Both Allied and Axis forces only roll 1 battle die when the Air Power Command card is played.
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Record 47035 · unclassified · Review: needs_review
Winter Weather
Record 48035 · unclassified · Review: needs_review
Wire
- Rule Category
- Structure
- Description
- ◆ Movement: A unit that enters a hex with Wire must stop and may move no further on that turn. ◆ Battle: An Infantry unit that is on a hex with Wire, will reduce the number of Battle dice it rolls by 1. An Infantry unit that is eligible to battle may remove the Wire instead of battling. Armor must remove the Wire and may still battle. ◆ Line of Sight: Wire does not block line of sight.
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No picture is stored for this record.
Record 47058 · unclassified · Review: needs_review
Wire
- Rule Category
- Terrain
- Description
- No text description is stored for this record.
Picture
No picture is stored for this record.
Record 47400 · unclassified · Review: needs_review


