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Memoir '44: Disaster at Dieppe

Expansion for Memoir '44Expansion for Memoir '44: Overlord

Memoir '44: Disaster at Dieppe Rulebook

Table of Contents

Table of Contents

  • Long Range Patrol Cars
    • Unit card
    • Long Range Patrol Cars - Unit
    • Patrol Cars - Targeting
    • Patrol Cars - Medals
    • Patrol Cars - Movement & Battle
    • Additional Terrain Considerations
    • Command Card Considerations
    • Actions Considerations
  • Half-tracks
    • Unit card
    • Half-tracks - Unit
    • Half-tracks - Targeting
    • Half-tracks - Medals
    • Half-tracks - Movement & Battle
    • Additional Terrain Considerations
    • Half-tracks - Re-supply
      • Re-Supply action (card)
    • Command Card Considerations
    • Actions Considerations

Long Range Patrol Cars

Unit card

  • Troops: 19 — Long-Range Patrol Cars.
  • 1-3 figures, per scenario.
  • Treated as Infantry, for all purposes.
  • Move 0-4 and battle, with 3, 2 and 1 battle dice (close, 2 hexes, 3 hexes).
  • On successful Close Assault, may Take Ground but not Overrun.
  • Enemy re-rolls all battle dice that score a hit.
  • One hit is confirmed for each re-roll that is a Grenade; other re-rolls are ignored.

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. For instance, in the Raid on Barce scenario, there are six Patrol Car units, each with 1 Patrol Car figure.

Patrol Cars - Targeting

A Patrol Car unit is treated as Infantry when being targeted in battle. The attacker scores 1 hit for each Infantry dice symbol or Grenade rolled against the Patrol Car unit. The enemy re-rolls all battle dice that score a hit. One hit is confirmed for each re-roll that is a Grenade; all other re-rolls are ignored.

Patrol Cars - Medals

A Patrol Car unit that is destroyed (when all figures in the Patrol Car unit's hex 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 moving onto a Railroad Track or Railroad Bridge must stop.

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 used as Reinforcement.

Half-tracks

Unit card

  • Troops: 18 — Half-tracks.
  • 1-3 figures, per scenario.
  • Treated as Armor, for all purposes.
  • Move 0-2 and battle, with 2 battle dice (2 hexes).
  • On successful Close Assault, may Take Ground but not Overrun.
  • When adjacent to weakened friendly unit, may Re-supply it in lieu of battling.

Half-tracks - Unit

The number of Half-Track figures to deploy in a Half-Track unit is indicated in the small yellow circle located in the lower right corner of the Half-Track icon. This number may range from 1 to 3 figures. For instance, on the Tobruk Battle Map, there are three German Half-Track units, each with 2 Half-Track figures.

Half-tracks - Targeting

A Half-Track unit is treated as armor when being targeted in battle. The attacker scores 1 hit for each Armor dice symbol or Grenade rolled against the Half-Track unit.

Half-tracks - Medals

A Half-Track unit hit by enemy fire and destroyed does not necessarily provide the opponent with a Medal, unlike other units in the game.

To keep track of this, we recommend placing each eliminated Half-Track figure on a Medal stand, until three figures are gathered, at which point you can replace the figures by a Medal token. Half-Track figures removed from the board as a result of re-supplying your troops (see Re-Supply, below) never count toward a medal; instead, these figures are simply removed from the board, once used.

Example (sheet caption): The Axis player had already destroyed 2 Half-Tracks. With this third one, he gains a Medal.

Half-tracks - Movement & Battle

An ordered Half-Track unit may move up to 2 hexes and battle any enemy target unit 2 or fewer hexes away. It combats with 2 dice. On a successful Close Assault, it may Take Ground but not do an Armor Overrun. Instead of battling, it may re-supply another unit (see below).

Additional Terrain Considerations

A terrain that is identified in the rules as Impassable or Impassable to Armor & Artillery is also considered as impassable to Half-Track units.

In addition:

  • Oceans & Shorelines - Half-Tracks cannot retreat into ocean hexes, except when on a Landing Craft.
  • Cliffs & Sea Bluffs - Half-Tracks may not move up/down from the beach, oceans or shorelines.
  • Wire - Half-Tracks may remove wire.
  • Railroad Bridges & Railroad Tracks - Half-Tracks moving onto a Railroad Track or Railroad Bridge must stop.

Half-tracks - Re-supply

When a Half-Track is adjacent to a friendly ground unit that is weakened, i.e. that no longer has the full figure count it had at the start of the scenario, the Half-track may re-supply that ground unit instead of battling.

The Re-Supply Action takes place during the Battle phase of the Game Turn (Step 4 on the Game Turn sequence on page 6 of the Memoir '44 Rule book).

For each Half-Track figure removed by the player from its Half-Track unit, one figure (of the correct type) is returned to a weakened adjacent friendly ground unit. A re-supplied unit may not gain more figures than it had at the start of the game.

More than one adjacent weakened unit may be re-supplied from the same Half-Track unit during this phase, but none of the units being re-supplied nor the Half-Track unit can battle this turn.

Half-Track figures that are used to re-supply an adjacent friendly unit are removed from the game, and never count toward a Medal for the opponent.

Re-Supply action (card)

  • When Re-supply rules are in effect, any vehicle with this ability may Re-supply any weakened adjacent friendly unit.
  • Figures are exchanged 1 for 1, at no medal cost.
  • Unit re-supplied cannot gain more figures than it had at game start.
  • Supply vehicle and re-supplied unit(s) cannot battle this turn.

Units that can thus be re-supplied include infantry, armor, artillery and cavalry units, among others.

Units that are formed of a single figure (e.g. Snipers, Airplanes on the ground, etc...), Trains, and Landing Crafts can never be re-supplied.

A Half-Track unit may move before it re-supplies a weakened unit and a weakened unit may move before it is re-supplied.

Command Card Considerations

  • Armor Assault - Half-Track units may be ordered by this Command card. Units in Close Assault roll 1 additional die.
  • Ambush, Close Assault, Firefight - Half-tracks units may be ordered by these Command cards.
  • Behind Enemy Lines, Dig-in, Medics & Mechanics - Half-Track units may not be ordered using any of these Command cards.
  • Their Finest Hour - A Half-Track unit may be ordered by this Command card when an Armor symbol or a Star is rolled. Ordered units battle with 1 additional die.

Note: Tactic cards that order Infantry units (Infantry Assault, Move Out) do not order Half-Track units.

Actions Considerations

  • Collapsible Rafts and Boats - A Half-Track unit may not be transported by Collapsible Rafts or Boats.
  • Heroic Leader - A Heroic Leader may not be added to a Half-Track unit.
  • Hospital Recovery, Oasis Recovery - A Half-Track unit may not recover in a Hospital or Oasis.
  • Reinforcements - A Half-Track unit may not be used as Reinforcement.