Professional Documents
Culture Documents
Memoir 44 Memoir 44 Guia de Regras Com 102983
Memoir 44 Memoir 44 Guia de Regras Com 102983
Brandenburgers Mortar (SWA) Mortar (SWA) (Late War) Anti-Tank Gun (SWA)
Commandos 3 2 1 3 2 1 3 2 1 3 2 1
Move: May move 0-2 hexes and battle. Move: May move 1-2 hexes - Move: May move 0-1 and battle -OR- Move: May move 1-2
OR- battle move 2 and not battle hexes -OR- battle
Battle: If ordered to battle, remove Allied
figure; becomes 3 figure unit. When hit, Battle: Battles like normal Battle: If unit did not move during turn, Battle: Battles like
attacker re-rolls 1 die. Infantry rolled, all infantry except ignore terrain ignore terrain protections and attack an normal infantry except
hits are counted. Any thing else rolled, no protections. Ignore Line Of extra hex (3,2,1,1). Ignore Line Of Star hits Armor. May
hits are counted. Sight. May not Take Ground Sight. May not Take Ground not Take Ground
Patrol Cars Heavy Anti-Tank Gun Tank Destroyer (TD) Polish Dragoons
(Flak 88mm) 3 2
3 2 1 2 2 2 2 2 2 2 2
Move: May move 0-4 and battle. Move: May move 0-2 and battle. Move: May move 0-3
Ordered as Infantry Move: May move 1 -OR- hexes and battle
battle Battle: Star hits Armor and vehicles.
Battle: Hit like Infantry. Enemy Hit on Star from non-Infantry enemies.
re-rolls dice that hit. Each Battle: May Armor
Battle: Requires Line Of Ignore all Terrain Dice reductions if TD Overrun on
Grenade in re-roll eliminates Sight - Ignore Terrain Dice did not move during turn. May Take
figure; all other rolls ignored. reductions. Star hits Armor Ground but NOT Armor Overrun. successful Close
May Take Ground but NOT and vehicles. May retreat up to 2 hexes for each Assault. May Ignore 1
Armor Overrun Flag rolled against them. Flag. May retreat up
German or Russian: to 2 hexes per Flag
Jungle Fighters
3 2 1
Move: May move 0-1 and
battle -OR- move 2 and not
battle. Ignore Jungle
movement limitations
Battle: No battle on entry TP pg. 8 Boats: Allows Infantry entry to 1 Option 2:Play Section card matching Bridges
section without ordering units. Roll 2 dice - a
1 River hex. Units must stop. May battle out
2 at -1. May not retreat - Loses boats on exit Star blows Bridge. Replace card normally.
Move: When Locomotive is at Station, Move: Train can move up to 3 hexes and Artillery can
Battle: Ignore 1 flag. Hit on still fire
units may de-train into hexes next to Train
Grenade. Wagon destroyed tiles; units may not battle on disembarking
on 3rd hit, Locomotive on 4th. Battle: Artillery fires as regular. Artillery is destroyed
Battle: Cannot battle from Train with Wagon (3 Grenade hits)
Heroic Leader A Battle Star token may represent the Heroic Leader. When in command of an Infantry unit,
Heroic Leader allows the unit to ignore 1 Flag and inspires his men, giving them +1 Battle die when in combat. If the unit is
eliminated, roll 2 Battle dice. If a Star is rolled, the Heroic Leader was killed, giving 1 Victory medal to his opponent. If no Star
is rolled, he survived. Move the Battle Star token to the nearest friendly Infantry unit, which now enjoys the benefits.
Aid Key: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check
2 -2 -2
Destroyed, reduce Armor TP pg. 8 Prisoners - When TP pg. 11 Radar: One turn
movement by 1 hex
2 1
Infantry on hex, place marker with advanced notice on Air Power
unit. If unit destroyed, prisoner is lost and Air Sortie or equivalent
Lakes Marshes
Move: Units must stop. Exit High Ground
adjacent. Impassible to Artillery
Move: Impassable. Move: Refer to Flooded
Fields below.
Battle: Armor may not battle on
entry or exit - May Take Ground
1 0
Sighting across 2 or more adjacent
1 into, but no Armor Overrun
Flooded Fields In Flooded field scenarios, any hex that is open Move: All units must stop - may only enter and exit adjacent
Countryside is considered a Flooded Field Hex. High
Ground, Hills, Town Hexes, Roads, and Railroads are Battle: Armor may not battle on entry or exit - May Take Ground into,
1 considered dry ground for game purposes. but no Armor Overrun
Towns -1 -2
MineFields
Move: Unit must stop. Enemy must flip mine to reveal Move: Units must stop.
strength. If 0, remove. If other, see battle
Battle: No battle on entry.
Battle: Roll dice equal to value of mine; unit symbol and
grenade score hits, ignore all other symbols. Retreating
-2
1 does not trigger mines 2
Wadis -1 -1 -1
Oasis -1 -1 Palm Forest -1 -2
& Gullies
Move: Unit must stop Move: Units must stop
Move: Enter through open
end only; sides impassable
Battle: Ignore 1 flag. Battle: No battle on entry
TP pg. 3 Recover: An ordered Battle: Infantry and Armor
1 Infantry unit on hex recovers figures
as per Medics and Mechanics 2 1 attack from adjacent only.
Units in Wadis =
North African Desert Rules Armor Overrun rules are amended as follows; On a successful Close Assault, an ordered Armor
unit may move into the vacated hex and may then move 1 additional hex; it may then battle again.
Aid Key: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check
City Ruins -1 -2
Winter Village -1 -2 Forest -1 -2
Move: Units must stop.
Move: Units must stop Impassable to Armor and Artillery Move: Units must stop
Battle: No battle on entry Battle: No battle on entry. Ignore Battle: No battle on entry
-2 1 Flag
2 2 2
Ravine Marshes Frozen River
Move: Must stop - Exit adjacent
Move: Infantry only - No Artillery Move: Advancing or Retreating
units roll 2 dice. Lose 1 figure for
Battle: Ignore 1 Flag Battle: Armor may not battle on each Star rolled
entry or exit - May Take Ground
1 = Units in Ravine
1 into, but no Armor Overrun 1
Factory -1 -2 Trenches -1 -1
Camouflage
Move: Unit must stop.
A Camouflaged unit may only be targeted
Move: Units must stop Impassable to Artillery in Close Assault.
Battle: No battle on entry Battle: Infantry may ignore 1 A unit loses its Camouflage if it battles or
-2 Flag. Armor may not battle while moves. Remove the token. Unit returns to
2 1 on hex
normal.
Blitzkrieg
Russian Command Rules Move: Allied Armor can only move
up to 2 hexes and battle
The Russian player must place a Command Card under the Commissar Chip. This is the card he
will play next turn. Battle: Axis player can make Air
Strikes with Recon 1 cards; play as
In lieu of playing the Command Card already committed under the Commissar Chip, the Air Sortie for that section if Air Rules
Russian player may choose to play from his hand, Recon 1 or Counter-Attack. The in effect. At least one targeted unit
Command Card stays under the Commissar Chip until it is used next turn. must be in the section ordered;
planes must enter battlefield in
The Russian player may also play Ambush from his hand as per the standard rules section ordered
Move: Units must stop PT pg. 5 Healing: An Infantry unit on PT pg. 5 Supply: If the enemy
Hospital hex may recover figures captures your HQ & Supply hex, they
unless there is adjacent enemy unit. choose 1 card at random from your hand to
Battle: No battle on entry. Same as Medics & Mechanics but roll 6 discard. Play with 1 less card until you
-2 dice. May not move or battle same turn they recapture hex. Then draw card to replenish
Aid Key: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check
Marines counter-attack with +1 ordered unit against Seishin Kyoiku Doctrine - Infantry with 4 figures, in Close
Japanese Command cards. Opposite not true. Assault battle with +1 die.
No effect on Air Power, Air Sortie, Artillery Bombard, Banzai War Cry - Infantry may move 2 hexes to combat into
Barrage, Close Assault, Infantry Assault and Their Finest Close Assault.
Hour.
Rules
Night Attacks
Capturing Equipment
Reinforcements
Each turn the Allied When Capturing Equipment rules are in
player rolls 4 dice. Each effect, a Battle Star represents Refer to Airfields in the Terrain Pack section
Star increases visibility. equipment. To pick it up, the
When full daylight is capturing unit must end on the Blowing up Bridges
reached, set chart specified hex. If a unit with equipment
is eliminated, the equipment is left in the Refer to Bridges in the Base Game section
aside; normal visibility
resumes. hex where the unit was killed.
Aid Key: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check
Aid Key: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check
Kamikaze Rescue
Special Action: Airplane dives onto an adjacent Special Action: Airplane may be used to remove
enemy ground unit or ship. Roll 2 dice and ignore 1 adjacent friendly Infantry unit (with 1 figure
terrain dice reductions. Any hit eliminates the remaining) off the board at no Medal cost.
whole unit; Flags and Stars are ignored. Plane is
removed from board; if any Grenade was rolled, Airplane’s Air Sortie is over and is also removed
plane becomes a medal for opponent. from the board at no Medal cost.
Aid Key: = Blocked Line of Sight = Clear Line of Sight = Scenario Specific Ref. = Air Rules = Airplane Special Actions