Memoir '44: Eastern Front
Memoir '44: Eastern Front Rulebook
Table of Contents
Table of Contents
- I. New Terrain Tiles
- II. New Rules
- III. New Medals
- Battle Star Tokens
- IV. New Obstacles and Tokens
- V. New Badges
- Scenarios
- 38 - [Russo-Finnish War] Suomussalmi - December 8-16, 1939
- 39 - [Typhoon] Gates of Moscow - October 18, 1941
- 40 - Breakout at Klin - December 7-8, 1941
- 41 - [Stalingrad] Red Barricades Factory Complex - October 22, 1942
- 42 - [Kursk] Ponyri - July 5-9, 1943
- 43 - Breakout to Lisyanka - February 16-17, 1944
- 44 - [Kursk] Prokhorovka - July 12, 1943
- 45 - [Barbarossa] River Bug - June 22, 1941
- New Figures
I. New Terrain Tiles
Trenches
- Movement: An Infantry or an Armor unit that moves onto a Trench hex must stop and may not move further on that turn. A Trench is impassable to Artillery.
- Battle: An armor unit on a Trench hex may not battle. When battling an enemy unit that is on a Trench hex, Infantry and Armor reduce the number of Battle dice rolled by 1, and Artillery Battle dice are not reduced.
An Infantry unit in Trenches may ignore the first flag rolled against it.
- Line of Sight: Trenches do not block line of sight.
City Ruins
By default, City Ruins have the same effect as a Town & Village hex (M44 p.14). In addition, a unit on a City Ruins hex may ignore the first flag rolled against it. Only Infantry units may enter a City Ruins hex.
Russian Villages
Russian Villages have the same effect as a Town & Village hex (M44 p.14).
Winter Forest
A Winter Forest hex has the same effect as a Forest hex (M44 p.13), and is used here for better visual effect.
Ravine
- Movement: Impassable to Armor and Artillery. No movement restrictions for Infantry.
- Battle: No combat restrictions. An Infantry unit on a Ravine hex may ignore the first flag rolled against it.
- Line of Sight: A Ravine does not block line of sight.
Marshes
- Movement: An Infantry or Armor unit that moves onto a Marsh hex must stop and may not move further on that turn. A unit that leaves a Marsh hex may only move onto an adjacent hex. An Artillery unit may not enter a Marsh hex.
- Battle: An Infantry unit on a Marsh hex does not have any battle restrictions. An Armor unit may not battle, the turn it moves onto, or out of, a Marsh hex. An Armor unit that makes a successful Close Assault Combat on a unit in a Marsh hex may Take Ground but may not make an Armor Overrun.
- Line of Sight: A Marsh hex does not block line of sight.
Note: although these marshes are snowy, they are played exactly like the ones in the Terrain Pack expansion.
Hill with Forest, Hill with Village
These terrain hexes are used for visual effect only. The Hill on Forest has the same effect as a Forest (M44 p.13), and the Hill with Village has the same effect as a Village (M44 p.14).
Frozen River
The river is frozen and may be crossed. The ice, however, in some parts is not thick, nor safe. Whenever a unit moves or retreats onto a Frozen River hex, roll two battle dice. For each Star rolled, 1 figure is lost. There are no other movement or battle restrictions.
Factory Complex
See specific scenario rules for Factory Complex. By default, it has the same effect as a Town & Village hex (M44 p.14).
II. New Rules
Political Commissar
Stalin's paranoia of any potential rivals resulted in the purge of some of the best and brightest officers in the Red Army in 1937-1938. Those who remained were timid leaders or groveling «yes-men» to their political commissars. In the heat of the most ferocious battles, soldiers were often forced into combat under the gun of their own unit's political commissar.
Russian Command rules
Deal Command cards to each side per the scenario's briefing notes. The Russian player must then select one card from his hand and place it under the Commissar Chip. The Command card under the Commissar Chip is the Command card he will play on his next turn. When the Russian player takes his turn, he selects one card from his hand to be placed under the Commissar Chip and takes the card that is under the Commissar Chip and plays it as his Command card this turn. At the end of his turn, the Russian player draws a new Command card into his hand as normal.
On the Russian player's turn, in lieu of playing the Command card already committed under the Commissar Chip, the Russian player may choose to play from his hand a 'Recon 1' Command card or a 'Counter-Attack' Command card. The Command card under the Commissar Chip is not used and remains under the token until the next turn. The Russian player may also play the Ambush card from his hand per the standard rules.
Blitz Rules
Scenarios occurring in the early years of WWII often use the Blitz Rules.
- The Axis player may play a 'Recon 1' card as an Air Power Tactic card in that section (at least one target hex must be in the section): target a group of 4 or fewer enemy units adjacent to each other. Roll 1 battle dice per hex (Axis air attack).
- Armor movement is amended as follows: An ordered Axis armor unit may move up to 3 hexes and battle while an ordered Allied armor unit may only move up to 2 hexes and battle.
III. New Medals
Hero of the Soviet Union Medal
This medal was the highest degree of distinction in the former USSR. Created in 1934, it was awarded to over 12,500 people, mostly during the 1941-1945 war between Germany and the Soviet Union (called «The Great Patriotic War» by the Russians).
Minefields
The scenario briefing notes indicate which side will lay Minefields out.
Minefields are set up on the board at the same time as terrain hexes. Before placing any Minefield, set all Minefield pieces with their picture of the land mine face up. Mix the pieces. Now place one Minefield piece, selected at random, face up (numbered side hidden) on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face still hidden from the players' view.
When entering a Minefield, a unit must stop and may not move any further on that turn.
If the unit entering the Minefield is an enemy unit, turn the Minefield piece over to reveal its strength number. If the Minefield is a decoy ("0" strength), remove it from the board. Otherwise, roll a number of Battle dice equal to the Minefield's strength. Score 1 hit for each die matching the unit's symbol or a grenade. Ignore all other symbols, retreat flag included. After any explosion, the Minefield remains in effect, its strength face up and visible to both players.
If the unit entering the Minefield is a friendly unit (i.e. a unit that belongs to the player who laid the Minefield down), the unit must still stop, but will ignore the Minefield, never revealing it, if hidden, nor rolling dice.
Note: In accordance with the general rules of retreat, a Minefield has no effect on retreat moves. Therefore, a retreating unit may move through a Minefield without stopping. Retreating units that move onto or through a Minefield do not roll for hits.
Battle Star Tokens
Battle Star tokens are generic tokens used to denote special effects, unique events, actions or triggers associated with a given terrain hex or unit for the duration of a scenario.
Many Battle Star effects are described in the Terrain Pack expansion, because of all the special terrains and landmarks that can be found in that expansion.
Use of the Battle Star tokens is indicated in the Special Rules of scenarios.
Camouflage
When the scenario indicates it, a Battle Star token may be used to mark units with camouflage.
You may only target a camouflaged enemy unit in a Close Assault combat (adjacent hex).
A camouflaged unit must remove its Battle Star if it battles or moves because it loses its Camouflage.
IV. New Obstacles and Tokens
Winter Field Bunkers
Same effect as a Bunker (M44 p.16). In addition, either side may claim it as a defensive position.
Dragon's Teeth
- Movement: Only Infantry may enter a Dragon's Teeth hex. An Infantry that enters a Dragon's Teeth hex must stop and may not move further on that turn.
- Battle: No combat restrictions.
- Line of Sight: A Dragon's Teeth hex does not block line of sight.
V. New Badges
Sniper
Place a single Infantry figure and a Sniper Badge in the hexes indicated in the scenario.
A Sniper is ordered like an Infantry unit.
An ordered Sniper:
- May move like a Special Forces infantry unit, 1 or 2 hexes and battle.
- May battle when he moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. He must still stop and move no further in any terrain that limits movement.
- May retreat up to 3 hexes instead of the standard 1 hex on any retreat flag rolled.
An ordered Sniper unit may target an enemy infantry or artillery unit 5 or fewer hexes away. It must have line of sight to its target. A Sniper's battle dice are not reduced when targeting an enemy unit in terrain. A Sniper will roll 1 die in combat and scores one hit on a target symbol, Grenade or Star symbol rolled. A flag will cause the target unit to retreat as normal. A Sniper cannot target an armored unit.
A Sniper may be targeted as normal but only a Grenade symbol will score a hit. The Sniper is removed when hit and does not count as a medal.
Note: If a Sniper is adjacent to an enemy unit it must combat the adjacent unit. If the only adjacent unit is a tank, which a Sniper cannot target, the sniper must move before he may battle.
Combat Engineers
Combat Engineer units were used throughout WWII to increase the combat effectiveness of the Corps. They provided mobility, counter-mobility, survivability, topographic and engineering support.
An Engineer unit moves and battles like a Standard unit. However:
- In Close Assault Combat, an Engineer unit ignores all terrain Battle dice reductions, i.e. their enemies are not protected by their terrain.
- An Engineer unit that is on a hex with wire will reduce the number of Battle dice it rolls by 1 and may also remove the wire from the hex on the same turn.
- An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit cannot clear the Minefield, it detonates.
Cavalry
The Infantry with a Cavalry badge are Cavalry units. Place 4 Infantry figures and a Cavalry Badge in the hexes as indicated in the scenario.
A Cavalry unit is ordered like a regular infantry unit. An ordered Cavalry unit:
- May move up to 3 hexes and battle.
- May battle any enemy target 2 or fewer hexes away. It rolls 2 dice in Close Assault and 1 die against a target at 2 hexes.
- May, on a successful Close Assault Combat, take ground and battle again, using the same rules as the Armor Overrun Combat (see M44 p.11).
- May retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.
Russian Elite
Use this badge to indicate Russian Special Units.
Finnish Ski Troops
The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish them from the other units. These units only have 3 figures. An ordered Ski unit:
- May move up to 3 hexes and battle. It rolls 3 dice in Close Assault and 2 dice against a target unit 2 hexes away.
- May battle when the unit moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. The unit must still stop and move no further in terrain that limits movement.
- May retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.
Scenarios
Each scenario lists its Setup order (the piece icons and counts as printed on the scenario map; the map diagrams are not reproduced), Briefing, Conditions of Victory and Special Rules. The historical background text of each scenario is omitted as flavour.
38 - [Russo-Finnish War] Suomussalmi - December 8-16, 1939
Setup order: 1 x7; 2 x10; 3 x16; 4 x2; 5 x7; 6 x1; 7 x2; 8 x7.
Briefing
- Finnish Player: Take 6 Command cards. You move first.
- Russian Player: Take 4 Command card.
Conditions of Victory
- 6 Medals.
- If Finnish units occupy 3 of the 4 town hexes at the end of their turn, they win immediately.
Special Rules
- The Air Power card is played as an Artillery Bombard Tactic card: 'Artillery battles twice or moves up to 3 hexes'.
- The bunker is a Field Bunker (p.5).
- The River represents the Frozen lakes in the area. Refer to p.3 about frozen rivers.
- The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish them from the other units. These units only have 3 figures. See p.6 for more details about Ski Troops.
- Russian Command rules are in effect (see p.3).
39 - [Typhoon] Gates of Moscow - October 18, 1941
Setup order: 1 x4; 2 x15; 3 x9; 4 x6; 5 x2; 6 x2; 7 x2; 8 x2; 9 x5.
Briefing
- Axis Player: Take 5 Command cards. You move first.
- Russian Player: Take 5 Command cards.
Conditions of Victory
- 7 Medals.
- An Axis unit that captures the East bridge or the town of Mozhaisk counts as one Victory Medal. Place an Objective Medal on each hex. As long as the Axis unit remains on the Bridge or Town hex, it continues to count toward the Axis victory. If the unit moves off or is eliminated, it no longer counts.
Special Rules
- Blitz Rules are in effect (see p.4).
- Russian Command rules are in effect (p.3).
40 - Breakout at Klin - December 7-8, 1941
Setup order: 1 x4; 2 x3; 3 x4; 4 x2; 5 x5; 6 x6; 7 x4; 8 x3; 9 x1; 10 x1; 11 x3; 12 x4; 13 x6.
Briefing
- Axis Player: Take 6 Command cards. You move first.
- Russian Player: Take 4 Command cards.
Conditions of Victory
- 6 Medals.
- The towns of Golyadia and Nekrasino count as a Victory Medal. Place an Objective Medal on each of these hexes. As long as the Axis unit remains on the hex, it continues to count toward the Axis victory. If the unit moves off or is eliminated, it no longer counts.
- An Axis unit that crosses the frozen river and exits off the Russian side of the battlefield counts as one Victory Medal. The Axis unit is removed from play. Place one figure from this unit onto the Axis medal stand.
Special Rules
- The Axis Special Forces tank units have 4 figures. Place a Special Force badge in the same hex with these units to distinguish them from the other units.
- The Axis Special Forces infantry are Engineer units. Place a Special Force badge in the same hex with these units to distinguish them from the other units. Read p.6 to learn about Engineer units.
- The river is a Frozen River (p.3). Trenches are described on p.2.
- Blitz Rules are in effect (see p.4). Russian Command rules are in effect (refer to p.3).
41 - [Stalingrad] Red Barricades Factory Complex - October 22, 1942
Setup order: 1 x4; 2 x6; 3 x7; 4 x10; 5 x3; 6 x3; 7 x5; 8 x6; 9 x8; 10 x4.
Briefing
- Axis Player: Take 5 Command cards. You move first.
- Russian Player: Take 4 Command cards.
Conditions of Victory
- 10 Medals.
- The two Town hexes count as a Victory Medal for the side that occupies the hex. Place Objective Medals in these hexes. Control of Barricades Factory (4 hexes), counts as 2 Victory Medals. To gain control, your side must occupy more of the Building hexes than your opponent.
Special Rules
- Blitz Rules are in effect (see p.4).
- Russian Command rules are in effect (refer to p.3).
- The Axis Special Forces tank unit has 4 figures. Place a Special Forces Badge in the same hex with this unit to distinguish them from the other units.
- The Axis Special Forces Infantry units are Engineer units. Place a Special Forces Badge in the same hex with these units to distinguish them from the other units. Read p.6 about Engineers.
- An Embankment hex has the same effect as a hill.
- A Hedgehog obstacle hexes represent piles of debris and has the same effect as a Hedgehog.
- Minefields are explained on p.4.
- Snipers are described on p.5.
42 - [Kursk] Ponyri - July 5-9, 1943
Setup order: 1 x5; 2 x8; 3 x3; 4 x5; 5 x11.
Briefing
- Axis Player: Take 6 Command cards. You move first.
- Russian Player: Take 4 Command cards.
Conditions of Victory
- 7 Medals.
- Control of Ponyri counts as two Victory Medals. To control Ponyri, you must occupy more Town hexes than your opponent. The Russian side controls Ponyri at the start of the battle, so place two Victory Medals on the Allied Medal Stand.
Special Rules
- The Axis Special Forces Tank units have 4 figures. Place a Special Forces Badge in the same hex with these units to distinguish them from the other units.
- Minefields are explained on p.4.
43 - Breakout to Lisyanka - February 16-17, 1944
Setup order: 1 x4; 2 x6; 3 x3; 4 x9; 5 x5; 7 x7; 7 x2.
Source note: the scenario's setup table prints the number 7 on both its last two rows; the counts are transcribed as printed.
Briefing
- Finnish Player: Take 5 Command cards. You move first.
- Russian Player: Take 4 Command card.
Source note: the briefing prints "Finnish Player" for the side that plays the Axis units throughout this scenario (the Conditions of Victory and Special Rules speak of "Axis" units). The label is transcribed as printed.
Conditions of Victory
- 7 Medals.
- An Axis unit that crosses the frozen river exits off the Russian side of the battlefield counts as Victory Medal, infantry count as 2 and armor 1. The Axis unit is removed from play. Place one figure from this unit onto the Axis Medal Stand.
Special Rules
- The Axis Special Forces tank units have 4 figures. Place a Special Force Badge in the same hex with these units to distinguish them from the other units.
- The Axis Special Forces are Engineer units. Place an Axis Special Force Badge in the same hex with these units to distinguish them from the other units. See p.6 for details about Engineers.
- The Russian Special Forces tank units have 4 figures. Place a Special Force Badge in the same hex with these units to distinguish them from the other units.
- Ravine and Frozen Rivers are explained on p.3.
44 - [Kursk] Prokhorovka - July 12, 1943
Setup order: 1 x34; 2 x7; 3 x6; 4 x3; 5 x2; 6 x2.
Note printed on the scenario page: the Overlord rules can be downloaded for free from the Memoir '44 web site at www.memoir44.com.
Briefing
- Axis Player: Take 10 Command cards. You move first.
- Russian Player: Take 10 Command cards.
Conditions of Victory
- 12 Medals.
Special Rules
- The Axis and Russian Special Forces tank units have 4 figures. Place a Special Force Badge in the same hex with these units to distinguish them from the other units.
- The River Psel is Fordable.
- Movement: A unit may enter a Fordable River hex but must stop and may move no further on that turn.
- Battle: A unit on a Fordable River hex will reduce the number of Battle dice it rolls by 1.
- Line of Sight: A Fordable River hex does not block line of sight.
45 - [Barbarossa] River Bug - June 22, 1941
This is the bonus 8th scenario that combines the Eastern Front pack with the Terrain Pack expansion (see the Foreword).
Setup order: 1 x6; 2 x10; 3 x8; 4 x12; 5 x1; 6 x2; 7 x3; 8 x2; 9 x1; 10 x2; 11 x1; 12 x1; 13 x1.
Briefing
- Axis Player: Take 6 Command cards. You move first.
- Russian Player: Take 4 Command cards.
Note printed on the scenario page: this bonus scenario requires both the Terrain Pack and the Eastern Front expansions to be played.
Conditions of Victory
- 5 Medals.
- An Axis unit that captures the bridge counts as one Victory Medal. Place an Objective Medal on the Bridge hex. As long as the Axis unit remains on the hex, it continues to count toward the Axis victory. If the unit moves off or is eliminated, it no longer counts.
Special Rules
- Blitz Rules are in effect (p.4).
- Russian Command rules are in effect (see p.3).
- The bunkers are Field Bunkers (p.5).
- The Train is a Supply Train. Refer to p.12 of the Terrain Pack rules. The Supply Train, locomotive and car, are each loaded with one Infantry unit.
New Figures
The Eastern Front Pack provides a full Russian army with new figures: a Russian soldier, a T-34 Tank and a ZIS-3 Anti-tank Gun.
The historical notes on each new figure are omitted as flavour.