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Memoir '44: Pacific Theater

Expansion for Memoir '44
Expansions
Memoir '44: The Battles of Khalkhin-GolMemoir '44: Through Jungle and Desert

Memoir '44: Pacific Theater Rulebook

Table of Contents

Table of Contents

  • I. New Terrain Tiles & Landmarks
    • Airfields
    • Beaches
    • Mountain Caves & Caves on Hills
    • Hills
    • Hospital & HQ-Supply Tents
    • Jungles
    • Labor Camp
    • Mountains
    • Pacific Villages
    • Pier
    • Rice Paddies
    • Fish Ponds
    • River Mouth & River Branch
    • Fordable Streams
    • Trenches
  • II. New Rules
    • Imperial Japanese Army Command Rules
      • Yamato Damashi Concept
      • Seishin Kyoiku Doctrine
      • Banzai War Cry
    • US Marine Corps Command Rules
    • Night Attacks
  • III. New Medals & Battle Star Tokens
    • Japanese Medal
    • Battle Star Tokens
    • Camouflage
    • Minefields
  • IV. New Obstacles & War Ships
    • Field Bunkers
    • Rope Bridges
    • War Ships - Destroyers
    • War Ships - Aircraft Carriers
  • V. New Special Forces Badges & New Units
    • The Chindits
    • Japanese Elite (Giretsu)
    • Japanese, British and US Combat Engineers
    • US Marines
    • Mobile Artillery
    • Flame Thrower Tanks
    • Big Guns & Cross-hair Targeting Markers
  • VI. Web Access
  • VII. Scenarios
    • 49 - Wake Island - December 23, 1941
    • 50 - [Guadalcanal] Matanikau River - October 23, 1942
    • 51 - [Guadalcanal] Slopes of Mount Austen - January 10-22, 1943
    • 52 - [Guam] Landings - July 21, 1944
    • 53 - [Guam] Japanese Counterattack - July 25, 1944
    • 54 - [Peleliu] Landings - September 15, 1944
    • 55 - [Iwo Jima] The Meat Grinder - February 26-March 6 1945
    • 56 - [Okinawa] Sugar Loaf and Half Moon - May 13-19, 1945
  • New Figures

I. New Terrain Tiles & Landmarks

Airfields

Same terrain effect as Airfield hex (TP p. 9).

  • Movement: No movement restrictions.
  • Battle: No combat restrictions.
  • Line of Sight: An Airfield hex does not block line of sight.
  • Special Rules: If you own the Air Pack that comes with the Memoir'44 Official Carrying Case and the scenario indicates Air Sortie rules as an option, you may make Air Sorties from, and landings on, Airfield hexes under your control.

For more details, please refer to the Air Sorties rules in the Air Pack booklet that comes with the Memoir'44 Official Carrying Case.

Beaches

Same terrain effect as Beaches hex (M44 p. 15).

Mountain Caves & Caves on Hills

Source note: the printed rules block below is shared by the two cave tiles; the cave-network and sealing rules are printed beside the Caves on Hill label.

  • Movement: Only Japanese infantry units may claim a Cave as a defensive position. Caves are impassable terrain to Armor and Artillery units. No movement restrictions for Infantry units.
  • Battle: When battling an enemy unit that is on a Cave hex, Infantry and Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. A Japanese unit on a Cave hex must ignore all flags rolled against it.
  • Line of Sight: A Cave hex has the same line of sight effects as its underlying terrain.
  • Special Rules: Only Japanese Infantry may use a Cave network to move from any Cave hex it occupies onto any other empty Cave hex as its entire movement for the turn. The unit may still battle.

Allied Infantry may attempt to seal a Cave by moving onto it. As long as no enemy unit is adjacent to the Cave hex, the Allied Infantry may roll its Close Assault dice in lieu of battling. If a star is rolled, the Cave is successfully sealed: turn the Cave hex to its other side to reveal its underlying terrain.

Hills

Same terrain effect as Hills (M44 p. 14).

Hospital & HQ-Supply Tents

  • Movement: No movement restrictions.
  • Battle: No combat restrictions.
  • Line of Sight: Hospitals and HQ-Supply Tents block line of sight.
  • Special Rules, Hospital: An ordered infantry unit on a Hospital hex may recover lost figures, as long as no enemy unit is in an adjacent hex, by applying the exact same procedure as a Medics & Mechanics Command card, but rolling 6 dice instead. The unit cannot move or battle this turn, even if it is healed.
  • Special Rules, HQ & Supply: If an enemy unit captures your HQ-Supply tent hex, your opponent selects one of your Command cards at random to discard. Until you reclaim the HQ-Supply hex, you must play with one less Command card in hand. When you reclaim the hex, immediately draw a supplemental Command card to replenish your hand to its original size.

Jungles

  • Movement: A unit that enters a Jungle hex must stop. The unit may still Take Ground after a successful Close Assault.
  • Battle: An Infantry or Armor unit that moves onto a Jungle hex from an adjacent hex may still battle. An Armor unit that makes a successful Close Assault may Take Ground and do an Armor Overrun Combat. When battling an enemy unit that is on a Jungle hex, Infantry reduce the number of Battle dice rolled by 1, Armor by 2. Artillery Battle dice are not reduced.
  • Line of Sight: A Jungle blocks line of sight.

Labor Camp

Same terrain effect as Towns & Villages (M44 p. 14).

Mountains

Same terrain effect as Mountains hex (TP p. 5).

  • Movement: Only an Infantry unit may move up from a Hill onto an adjacent Mountain hex, or down from a Mountain onto an adjacent Hill hex. Infantry may also move from a Mountain hex onto an adjacent Mountain hex. Infantry movement from other terrain hexes or a game board countryside hex is not possible. Mountains are impassable terrain to Armor and Artillery units.
  • Battle: When battling an enemy unit that is up a Mountain, Infantry and Armor reduce the number of Battle dice rolled by 2, and Artillery Battle dice are not reduced. When battling an enemy unit at the same height as your unit, there is no Battle dice reduction unless the target unit is on a different Mountain range (i.e. Mountain hexes are not connected). An ordered Artillery unit in position on a Mountain hex may target any enemy target unit 7 or fewer hexes away. It combats at 3,3,2,2,1,1, and 1.
  • Line of Sight: A Mountain blocks line of sight for units trying to look over the Mountain. Line of sight is not blocked when units are at the same height and on the same Mountain.

Pacific Villages

Same terrain effect as Towns & Villages (M44 p. 14).

Pier

  • 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.

Rice Paddies

Same terrain effect as Marshes hex (TP p. 4).

  • Movement: An Infantry or Armor unit that moves onto a Rice Paddy hex must stop and may not move further on that turn. A unit that leaves a Rice Paddy hex may only move onto an adjacent hex. An Artillery unit may not enter a Rice Paddy hex.
  • Battle: An Infantry unit on a Rice Paddy hex does not have any battle restrictions. An Armor unit may not battle, the turn it moves onto, or out of, a Rice Paddy hex. An Armor unit that makes a successful Close Assault Combat against a unit on a Rice Paddy may Take Ground but may not make an Armor Overrun.
  • Line of Sight: A Rice Paddy does not block line of sight.

Fish Ponds

  • Fish Ponds use the same hexes and have the same terrain effect as Rice Paddies.
  • Except that no unit, not even Infantry, may battle the turn it enters a Fish Pond hex.
  • Taking Ground, and all other movement and battle, remain the same as described in Rice Paddies.

River Mouth & River Branch

Same effect as River hex (M44 p. 4).

Fordable Streams

A scenario's special rules will indicate when a River terrain is fordable.

  • Movement: A unit may enter a River hex that is a fordable stream, but must stop. The unit may still Take Ground after a successful Close Assault Combat.
  • Battle: No combat restrictions.
  • Line of Sight: A Fordable Stream does not block line of sight.

Trenches

Same terrain effect as Trenches (EF p. 2).

  • Movement: An Infantry or Armor unit that moves onto a Trench hex must stop and may not move further on that turn. A Trench hex 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.

II. New Rules

Imperial Japanese Army Command Rules

Drawing on the centuries-long tradition of the Bushido ("Way of the Warrior"), the Imperial Japanese Army rapidly became known for its fanaticism and ferocity during World War II. Soldiers were expected to serve stoically and choose death over dishonor in their service to the Emperor.

In Memoir '44 Pacific Theater scenarios, Japanese Infantry units benefit from the following powers:

Yamato Damashi Concept

Japanese Infantry units must always ignore the 1st flag rolled against them. When on a terrain or obstacle hex that already ignores a flag, Japanese Infantry must ignore the first 2 flags rolled against them in any given dice roll. Finally, Japanese Infantry inside caves must ignore all flags rolled against them.

Seishin Kyoiku Doctrine

Japanese Infantry units at full strength carry out a Close Assault with 1 additional Battle die. This bonus only applies when a unit is in close assault combat and with its initial figure count (usually 4 figures) intact.

Banzai War Cry

An ordered Japanese Infantry unit may move 2 hexes and still battle when carrying out a Close Assault on an enemy unit. Terrain movement and battle restrictions still apply. A Japanese Infantry unit ordered by an Infantry Assault Command card may move 2 hexes and battle during a Banzai charge, but it may not move 3 hexes and battle.

US Marine Corps Command Rules

Gung-Ho! - A declaration of enthusiasm originally used by the Communist Chinese 8th Route Army during World War II. Gung-Ho! was first introduced into the US Marine Corps by Franklin Delano Roosevelt's protégé, Major Evans F. Carlson, leader of the famed 2nd Marine Raider Battalion. Soon thereafter, the expression spread to become the rallying cry of all Marines throughout the Pacific Theater.

In all Memoir '44 Pacific Theater scenarios, the US Marines are Gung-Ho! They benefit from the following increase in Command capacity:

  • Whenever a Section card is played, the US Marines player may activate 1 more unit than indicated by his card. If the card shows more than one section activated, the player may choose which of these sections he activates his additional unit in.
  • In addition, all Tactic cards that normally activate 4 units activate 5 units instead, and those that activate 1 unit activate 2 instead.
  • Other Tactic cards - Air Power, Artillery Bombard, Barrage, Close Assault, Infantry Assault and Their Finest Hour remain unchanged.
  • When the US Marine player counter-attacks an applicable Japanese Command card, the US Marine player activates 1 more unit than his Japanese counterpart did. In the opposite case, when the Japanese player counter-attacks a US Marine Command card, he activates only the number of units marked on the card being countered.

Night Attacks

In some cases (indicated in the scenario's briefing notes), combat occurs at night under low-visibility conditions.

Set the Night Visibility Chart next to the board. Position a single Battle Star token on the chart's initial spot, marked 1. Visibility on the board is limited to 1 hex. For the time being, all combat is limited to Close Assault on enemy units in adjacent hexes.

At the start of each of his turns, the US player rolls 4 dice. For each Star rolled, move the Battle Star token 1 spot upward on the Night Visibility chart. Visibility and firing range improve to the corresponding number of hexes, as indicated on the chart. All units, including Artillery, are subject to this limitation on their firing range.

When the Battle Star token reaches full daylight (firing range is now at 6 hexes), set aside the chart and Battle Star token. Normal combat visibility conditions resume, with normal firing ranges in effect. Until full daylight is reached, the Air Power and Barrage tactic cards may only be played to order 1 unit of the player's choice.

III. New Medals & Battle Star Tokens

Japanese Medal

Japanese Medal: The Order of the Golden Kite. Created by Emperor Meiji in 1889, The Order of the Golden Kite consisted of seven classes. Only 41 of the 1st class and 201 of the 2nd class were ever awarded. The Order of the Golden Kite was abolished by the US-led government of occupied Japan in 1947.

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.

Remember that the rules these tokens introduce are not definitive, permanent rules, but rather scenario-specific additions, outlined in the Special Rules section of each scenario.

Camouflage

When indicated in the scenario's Briefing Notes, 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).

If a camouflaged unit moves or battles, it loses its camouflage and must remove its Battle Star.

Minefields

The scenario Briefing Notes indicate which side will lay Minefields out.

Minefields are set up at the same time as terrain hexes. Before placing any Minefield, set all the Minefield pieces with the picture of the land mine face up. Mix the pieces. Now place one Minefield piece, selected at random, face up (number side hidden), on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face 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 the 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.

IV. New Obstacles & War Ships

Field Bunkers

Same effect as Bunker (M44 p. 16). In addition, either side may claim it as a defensive position.

Rope Bridges

Same effect as Bridge (M44 p. 15).

War Ships - Destroyers

Entire flotillas of warships roamed the Pacific offering crucial long-range offshore artillery support to convoys of amphibious landing forces.

A War Ship may move 1 or 2 hexes in Ocean, but can never move onto Ocean hexes adjacent to a Beach hex.

A War Ship provides long-range, offshore artillery support, firing over a range of eight hexes at 3,3,2,2,1,1,1,1 respectively.

When indicated by the scenario's Briefing Notes and Set-up, place a War Ship on the board map, and three Cross-hair Targeting markers next to it.

When a War Ship scores a hit on a targeted enemy unit, if the unit is not eliminated or forced to retreat, place a Cross-hair Targeting marker on its hex. The War Ship's guns have now zeroed-in on this target, and will fire +1 Battle die at it from then on. Note that Cross-hair markers are not cumulative in their effect. If the target moves or is eliminated, the benefit of zeroing-in on the target is lost, and the Targeting marker removed and placed back next to the War Ship.

A War Ship may be targeted during combat. One hit is scored for each Grenade rolled against the ship. Place a Battle Star on the War Ship to keep track of the damage inflicted. When a 3rd Battle Star is placed on the Ship, remove the War Ship from the board, and give it to your opponent for him to place on his Medal Stand. It counts as 1 Victory point.

A War Ship may ignore the first Flag rolled against it. If a War Ship must retreat, it retreats 1 Ocean hex for each flag rolled. If it cannot retreat, add a Battle Star damage marker onto the War Ship instead.

War Ships - Aircraft Carriers

Aircraft Carriers were used throughout the Pacific Theater to project air power over vast distances and provide offshore air support.

An Aircraft Carrier moves the same way as a Destroyer, i.e. 1 or 2 hexes in Ocean, but can never move onto Ocean hexes adjacent to a Beach hex.

An Aircraft Carrier may be targeted in Combat, in the same manner as a Destroyer.

An Aircraft Carrier may be used to provide offshore air support and for staging Air Sorties when used in conjunction with the upcoming M'44 Official Carrying Case.

V. New Special Forces Badges & New Units

Source note: the Chindits, Japanese Elite (Giretsu), US Marines and Japanese/British/US Engineer entries are printed with historical background; where the printed entry has no rule text of its own, none is added here. Their rules are the ones given in the Special Rules of each scenario and in the sections above and below.

The Chindits

The printed entry gives historical background only; it contains no rule text.

Japanese Elite (Giretsu)

The printed entry gives historical background only; it contains no rule text.

Japanese, British and US Combat Engineers

Combat Engineer units were used throughout WWII to increase the combat effectiveness of the corps. They provided mobility, counter-mobility, survivability, topography 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. its enemies are not protected by 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. The Engineer unit must be able to battle, to remove the wire. As such, it may not make a movement of 2 hexes and remove the wire on the same turn.
  • An Engineer unit that moves onto a Minefield hex and is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit moves onto a Minefield hex and it cannot battle, the Minefield detonates. An Engineer unit must be able to battle, to remove a Minefield. It may not make a movement of 2 hexes and remove a Minefield the same turn.
  • If an Engineer unit is ordered by an Infantry Assault card, it can move 2 hexes, battle, and remove the wire or clear a Minefield during the same turn; but it cannot move 3 hexes and battle nor remove the wire or clear a Minefield.

US Marines

The printed entry gives historical background only. The Marine command rules are in Section II (US Marine Corps Command Rules).

Mobile Artillery

When indicated in the scenario's Briefing Notes, place a Mobile Artillery badge in the hex with the Artillery unit.

Mobile Artillery units have two Artillery figures and combat over the same range and with the same firepower as normal artillery. However, a Mobile Artillery unit may move 1 hex and battle, or move 2 hexes and not battle.

Flame Thrower Tanks

Armor units equipped with Flame Thrower weapons move and battle like a Standard Armor unit. However, in Close Assault Combat, the Armor unit's Battle Dice reduction in difficult terrain is limited to a maximum of 1.

Big Guns & Cross-hair Targeting Markers

Big Guns are long-range batteries that turn out to be devastatingly effective over tremendous distances once properly zeroed in on a target.

When a scenario indicates a Big Gun battery, place a Big Gun badge and three Cross-hair markers on the corresponding hex, along with the Artillery unit.

Targeting Markers, distinguished by their cross-hair icons, are used in conjunction with Big Gun batteries to designate enemy units that the batteries have zeroed-in on.

Big Guns fire over a range of eight hexes, at 3, 3, 2, 2, 1, 1, 1, 1 respectively.

When a Big Gun scores a hit on an enemy target unit and the unit is not eliminated or forced to retreat, place one Big Gun Cross-hair marker on the hex of the targeted unit.

When a Big Gun battery fires at a unit in a hex with a Cross-hair marker, the Big Gun battery rolls 1 additional die (it has found the range and has zeroed-in on the target). Cross-hair markers are not cumulative.

The Cross-hair marker stays on the hex until the unit moves from the hex or is eliminated. When the unit moves from the hex, the cross-hair marker is placed back on the hex with the Big Guns.

VI. Web Access

The printed Web Access section gives instructions for entering the access code on memoir44.com for the scenario editor. It is not rules content and is not transcribed.

VII. Scenarios

Each scenario lists its Setup order (the piece icons and counts as printed on the scenario page; the map diagrams are not reproduced), Briefing, Conditions of Victory and Special Rules. The historical background text of each scenario is omitted as flavour. Scenario headings are given in title case; the printed headings are in capitals. Scenario 54 is the bonus 8th Overlord scenario described in the foreword.

49 - Wake Island - December 23, 1941

Setup order: 1 x4; 2 x1; 3 x2; 4 x1; 5 x4; 6 x1; 7 x12; 8 x1.

Briefing

  • US Marine Player: Take 5 Command cards.
  • Japanese Player: Take 5 Command cards. You move first.

Conditions of Victory

  • 6 Medals.
  • Place a Japanese Objective Medal on the Airfield hex as indicated. A Japanese unit that captures any Field Bunker, Bunker or Town hex, or the Airfield hex marked on the board, gains a Victory Medal. The Medal remains yours as long as you occupy the corresponding hex.

Special Rules

  • Imperial Japanese Army Command rules are in effect (see p. 7).
  • US Marine Corps Command rules are in effect (see p. 7).
  • The Allied player is in control of the Bunker and may claim it as a defensive position.
  • Airfields are explained on p. 4.
  • Field Bunkers are explained on p. 9.

50 - [Guadalcanal] Matanikau River - October 23, 1942

Setup order: 1 x8; 2 x1; 3 x21; 4 x6; 5 x7; 6 x8 (Matanikau River); 7 x2.

Briefing

  • Japanese Player: Take 6 Command cards. You move first.
  • US Marine Player: Take 6 Command cards.

Conditions of Victory

  • 5 Medals.
  • Place a Japanese Objective Medal on the two hexes of the Marine baseline marked in the above set-up. A Japanese unit that exits off the Marine's side of the battlefield through any of the hexes in between those two Medal markers counts as a Victory Medal. Each Japanese unit that crosses through is removed from play, and one of its figures placed onto the Japanese player's Medal Stand.

Special Rules

  • Imperial Japanese Army Command rules are in effect (see p. 7).
  • US Marine Corps Command rules are in effect (see p. 7).
  • The Matanikau River is a Fordable Stream. Fordable Stream is explained on p. 6.
  • Jungles are explained on p. 5.
  • River Mouth is explained on p. 6.

51 - [Guadalcanal] Slopes of Mount Austen - January 10-22, 1943

Setup order: 1 x21; 2 x13; 3 x2; 4 x6.

Briefing

  • Japanese Player: Take 5 Command cards.
  • US Army Player: Take 6 Command cards. You move first.

Conditions of Victory

  • 5 Medals.

Special Rules

  • Imperial Japanese Army Command rules are in effect (see p. 7).
  • The US Army Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers.
  • Jungles are explained on p. 5.
  • The bunkers are Field Bunkers (p. 9).

52 - [Guam] Landings - July 21, 1944

Setup order: 1 x9; 2 x10; 3 x11; 4 x14; 5 x2; 6 x1; 7 x2; 8 x1; 9 x11.

Briefing

  • Japanese Player: Take 5 Command cards.
  • US Marine Player: Take 6 Command cards. You move first.

Conditions of Victory

  • 6 Medals.
  • The Hill hex marked with an Allied medal counts as a Victory Medal for the Marines. Place an Objective Medal on this hex. As long as a Marine unit occupies this hex, it counts as a Victory Medal for the Allies. If the unit moves off or is eliminated, this Medal is back in play.

Special Rules

  • Imperial Japanese Army Command rules are in effect (see p. 7).
  • US Marine Corps Command rules are in effect (see p. 7).
  • The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers.
  • Jungles are explained on p. 5.
  • Rice Paddies are explained on p. 6.
  • The Asan River is a Fordable Stream. Fordable Stream is explained on p. 6.

53 - [Guam] Japanese Counterattack - July 25, 1944

Setup order: 1 x9; 2 x2; 3 x1; 4 x12; 5 x13; 6 x14; 7 x4; 8 x2; 9 x1; 10 x1; 11 x1; 12 x3; 13 x3.

Briefing

  • Japanese Player: Take 5 Command cards.
  • US Marine Player: Take 6 Command cards. You move first.

Conditions of Victory

  • 6 Medals.
  • A Japanese unit that captures a HQ-Supply Tent or Hospital hex counts as one Victory Medal. Place a Japanese Objective Medal on each of the hexes. The medal once gained, continues to count toward the Japanese victory, even if the unit moves off the hex or is eliminated.
  • An Allied unit that captures the Labor Camp counts as one Victory Medal. Place an Allied Objective Medal on this hex. The medal once gained continues to count toward the Marine victory, even if the unit moves off the hex or is eliminated.

Special Rules

  • Night Attack rules are in effect (see p. 8).
  • Imperial Japanese Army Command rules are in effect (see p. 7).
  • US Marine Corps Command rules are in effect (see p. 7).
  • The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers.
  • HQ-Supply and Hospital Tents are explained on p. 5. HQ-Supply and Hospital Tents special landmark rules are in effect.
  • Jungles are explained on p. 5.
  • Rice Paddies are explained on p. 6.
  • The Asan River is a Fordable Stream. Fordable Stream is explained on p. 6.

54 - [Peleliu] Landings - September 15, 1944

Source note: the scenario page states that this scenario "requires two M44 game sets and the Terrain Pack expansion, in addition to two Pacific Theater expansions", and that the Overlord rules can be downloaded for free from the Memoir '44 web site at www.memoir44.com. The wording "two Pacific Theater expansions" is transcribed as printed.

Setup order: 1 x30; 2 x4; 3 x11; 4 x4; 5 x7; 6 x2; 7 x5; 8 x1; 9 x3; 10 x1; 11 x2; 12 x7; 13 x6; 14 x10.

Briefing

  • Japanese Player: Take 8 Command cards.
  • US Marine Player: Take 11 Command cards. You move first.

Conditions of Victory

  • 13 Medals.
  • A Marine unit that exits off the Japanese side of the battlefield from the exit hex as indicated on the baseline, counts as one Victory Medal. The Allied unit is removed from play. Place one figure from this unit onto the Allied Medal Stand.
  • If the Marine player captures and holds three of the four buildings around the Airfield, it counts as one Victory Medal. The medal once gained continues to count toward the Allied victory, even if the units move off of these hexes or is eliminated.

Special Rules

  • Imperial Japanese Army Command rules are in effect (see p. 7).
  • US Marine Corps Command rules are in effect (see p. 7).
  • The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers.
  • The Japanese player is in control of the Bunker on the Japanese right and may claim it as a defensive position. The other bunkers are Field Bunkers (p. 9).
  • Airfields are explained on p. 4.
  • Jungles are explained on p. 5.
  • Minefields are explained on p. 8. The Japanese player will lay Minefields out.
  • Marshes are explained in the Terrain Pack p. 4.
  • Mountains are explained on p. 5.
  • A War Ship is described on p. 9.

55 - [Iwo Jima] The Meat Grinder - February 26-March 6 1945

Setup order: 1 x10; 2 x11; 3 x9; 4 x3; 5 x3; 6 x3; 7 x5.

Briefing

  • Japanese Player: Take 5 Command cards.
  • US Marine Player: Take 5 Command cards. You move first.

Conditions of Victory

  • 7 Medals.

Special Rules

  • Imperial Japanese Army Command rules are in effect (see p. 7).
  • US Marine Corps Command rules are in effect (see p. 7).
  • The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Engineers are explained on p. 10.
  • The Marine Special Forces Tank units are Flame Thrower Tanks. Place a Flame Thrower badge in the same hex with these units to distinguish them from the other units. Flame Thrower Tanks are explained on p. 11.
  • Caves are explained on p. 4.
  • The Japanese player is in control of the Bunkers and may claim them as a defensive position.
  • Jungles are explained on p. 5.
  • Minefields are explained on p. 8. The Japanese player will lay the Minefields out.

Source note: the printed special rules read "Flame Thower badge" and "an Flame Thower badge"; corrected here to "Flame Thrower badge".

56 - [Okinawa] Sugar Loaf and Half Moon - May 13-19, 1945

Setup order: 1 x10; 2 x4; 3 x2.

Briefing

  • Japanese Player: Take 4 Command cards.
  • US Marine Player: Take 6 Command cards. You move first.

Conditions of Victory

  • 6 Medals.
  • When all the Japanese units in a section of the battlefield (right, center or left) are eliminated, the Marines gain one Victory Medal. As long as no Japanese units move back into the section it continues to count toward the Marine victory.

Special Rules

  • Imperial Japanese Army Command rules are in effect (see p. 7).
  • US Marine Corps Command rules are in effect (see p. 7).
  • The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers.
  • The Marine Special Forces Artillery unit is Mobile Artillery. Place a Mobile Artillery badge in the same hex with this unit to distinguish it from the other units. Read p. 11 about Mobile Artillery.
  • Caves are explained on p. 4.

New Figures

The Pacific Theater provides a full Japanese army with new figures:

  • Imperial Japanese Army Soldier
  • Type 95 Ha-Go Light Tank
  • Type 88 75 mm Anti-Aircraft Gun

The historical notes on each new figure are omitted as flavour.