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Memoir '44: Terrain Pack

Expansion for Memoir '44
Expansions
Memoir '44: The Battles of Khalkhin-Gol

Memoir '44: Terrain Pack Rulebook

Table of Contents

Table of Contents

  • I. New Terrain Tiles
    • Desert
    • North African Desert Rules
    • Oasis (Desert)
    • Palm Forests (Desert)
    • Towns and Villages (Desert)
    • Wadis (Desert)
    • High Ground & Flooded Fields
    • Flooded Fields
    • High Ground
    • Marshes
    • Mountains
  • Roads & Railways
    • Railroad Tracks
    • Railroad Station
    • Roads
    • Road crossing a Railroad
    • Road over a Hill
  • Rivers & Waterways
    • Lake
    • River Headwater & River Forks
  • II. New Markers
    • New Medals
    • Minefields
    • Cross-hairs / Targeting Markers
    • Battle Star Tokens
    • Standard Battle Star effects
    • Sabotage
    • Blowing up a bridge
    • Collapsible Rafts & Boats
    • Calling in Air Strikes (Hill 317 rule)
    • Forward Spotting Artillery
    • Capturing Equipment
    • Freeing Prisoners
  • III. Landmarks
    • Dams
    • Sabotaging a dam
    • Airfield
    • Barracks
    • Cemetery
    • Church
    • Factory Complex
    • Fortress
    • Lighthouse
    • Power Plant
    • Prison Camp
    • Radar Station
    • Supply Depot
  • IV. New Obstacles and Tokens
    • Field Bunkers
    • River Ford
    • Pontoon Bridge
    • Railroad Bridge
    • Road Blocks
    • Trains - Locomotive and Wagon
    • Supply Train - Reinforcements
    • Armored Train
  • V. New Badges
    • Big Guns
    • Combat Engineers
    • Nationality Badges
  • Scenarios
    • 34 - [Battle of Gazala] Knightsbridge - June 12, 1942
    • 35 - [Market Garden] Nijmegen Bridges - September 20, 1944
    • 36 - Schwammenauel Dam - February 4-9, 1945
    • 37 - [Operation Grenade] Across the River Roer - February 24, 1945

I. New Terrain Tiles

Desert

Desert terrain pieces include 10 Palm Forests, 3 Oases, 3 Wadis and 6 North African Towns and Villages.

North African Desert Rules

In North African Desert scenarios, Armor Overrun Combat rules are amended as follows: On a successful Close Assault Combat, an ordered Armor unit may move into the vacated hex and may then move one additional hex; it may then battle again.

All other rules relative to Armor Overrun Combat and Taking Ground remain in effect and are played normally.

Oasis (Desert)

  • Movement: A unit that enters an Oasis hex must stop and may move no further on that turn.
  • Battle: A unit may battle the turn it moves onto an Oasis hex. When battling an enemy unit that is on an Oasis hex, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced.

A unit on an Oasis hex may ignore the first flag rolled against it.

  • Line of Sight: An Oasis blocks line of sight.

When indicated in the scenario, an ordered infantry unit in an Oasis may recover lost figures, by applying the exact same procedure as a Medics and Mechanics command card.

Palm Forests (Desert)

Same terrain effect as Forests (M44 p.13).

Towns and Villages (Desert)

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

Wadis (Desert)

  • Movement: No movement restrictions through the Wadi's open ends. The side slopes of a Wadi are impassable, both up from the Wadi hex or down into it. Moving along the Wadi is allowed. But crossing its walls is impossible.
  • Battle: Infantry or Armor battling into or out of a Wadi must be adjacent to its target enemy unit. When battling an enemy unit that is in a Wadi, Infantry, Armor and Artillery reduce the number of Battle dice rolled by 1.
  • Line of Sight: A Wadi does not block line of sight. Note that a unit down in a Wadi still blocks line of sight, as normally.

High Ground & Flooded Fields

The practice of flooding low-lying European fields as an anti-tank defensive measure, was employed by the Germans, from June 6, 1944 D-Day, in the areas behind the landing beaches, during Operation Market Garden; and well into 1945 when the waters of the Rhineland were unleashed to slow down the Allied advance. This tactic made movement very difficult for both armor and infantry, except on raised roads, higher ground and areas around towns and villages.

Flooded Fields

In Flooded Field scenarios, any hex that is open countryside (gameboard hexes) is considered a Flooded Field hex. High Ground, Hills, Roads, Railways or Towns and Villages are treated as high and dry ground terrain hexes for game purposes.

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

Flooded Fields scenario graphics: The printed page shows three examples. The infantry unit has to stop when its boots get wet. They also have to stop to dry their weapons when leaving the flooded fields. This Armor unit moves only one hex, and cannot battle.

High Ground

High Ground hexes are used to mark dry, elevated, open ground in scenarios that use Flooded Fields rules.

  • Movement: No movement restrictions.
  • Battle: No combat restrictions. The difference in elevation between High Ground, Roads and other dry Terrain pieces on one hand, and Flooded Fields on the other, is not sufficient to cause any terrain Battle dice reduction either way.
  • Line of Sight: A High Ground hex 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.

Mountains

  • 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 gameboard 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.

Roads & Railways

Roads and railways played a key role during WWII. Controlling them meant being able to quickly move troops, equipment and supplies to the front line. Roads were also used by tanks and infantry to push their assaults deep into enemy territory.

Railroad Tracks

  • Movement: No movement restrictions for Infantry. Armor and Artillery must stop when moving onto a Railroad Track hex.
  • Battle: No combat restrictions. Armor may Take Ground after a successful Close Assault Combat and battle again, just as normal.
  • Line of Sight: A Railroad Track hex does not block line of sight.

Railroad Station

Same effect as a Towns and Villages hex (M44 p. 14).

Also, see the Supply Train rules on p.13.

Roads

  • Movement: An ordered unit that starts on a Road hex, moves along the road and ends its move on a Road hex may move 1 additional hex this turn on the road.
  • Battle: No combat restrictions.
  • Line of Sight: A Road does not block line of sight.

Examples: Infantry may move 2 hexes on a road and still battle and 3 hexes with movement bonus and not battle. On an Infantry Assault card, infantry may move 3 hexes on a road and still battle, or 4 hexes and not battle. Armor may move 4 hexes on a road and still battle. Artillery may move 2 hexes on a road and not battle. On a Bombard card it may move 4 hexes on a road.

Road crossing a Railroad

This plays the same as a standard Road.

Road over a Hill

This plays the same as a standard Road, but it blocks the Line of Sight.

Rivers & Waterways

Lake

  • Movement: A Lake hex is impassable terrain.
  • Line of Sight: One Lake hex does not block line of sight. Line of sight is blocked when sighting across two or more adjacent Lake hexes.

River Headwater & River Forks

Same effect as a River hex (M44 p.15).

II. New Markers

New Medals

British Medal: The Victoria Cross

Awarded for gallantry in the face of the enemy, the Victoria Cross is the highest and most prestigious award for British and Commonwealth forces. Since its creation in 1856, the Victoria Cross was awarded 1,355 times. It has been awarded only 12 times since the end of WWII.

Italian Medal for Military Valor

The "Al Valore Militare" Medal was created in 1833 and was awarded for bravery. The original design had Savoy arms (a cross and a crown), but it was changed during WWII, showing a Roman sword with branches of laurel and oak, and the word "ITALIA" on the sword hilt. After the war, the medal was changed again, showing a 5-pointed star.

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 (ie 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.

Cross-hairs / Targeting Markers

Targeting Markers, distinguished by their cross-hair icons, are used in conjunction with Big Gun batteries to designate enemy units which the batteries have zeroed in on (see new Big Gun rules, in the New Badges section, on page 13).

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.

Standard Battle Star effects

While Battle Star tokens open the door to a whole world of scenario-specific ideas, here is a short list of some of the most frequently used effects.

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. Some additional, frequently used Battle Star effects, associated with specific terrain pieces, are listed in the Landmark section of this rulebook.

Sabotage

This rule may be used to blow-up a fuel depot, a factory complex, a radar station or any other strategic objective.

To destroy the objective, the unit must be on the corresponding hex and roll its Close Assault combat dice. If a Star is rolled, the objective is hit and destroyed. Take the Battle Star as a Victory medal, and remove the destroyed terrain hex from the map. For another example of a potential Sabotage rule, check out the Blowing up a dam entry in the Landmarks section of this booklet.

Blowing up a bridge

The following two options describe different possible ways to handle the potential destruction of a bridge in a given scenario.

Option 1 – To blow up a road or railroad bridge, a player must, on his turn, play a Section card corresponding to the flank in which the bridge lays (if the bridge is across two distinct sections, the player may then play a Section card from either of the two sections). Upon playing the card, the bridge is destroyed and removed from the board. This action takes up the player's entire turn, and the player does not draw a new command card at the end of his turn. Instead, his hand of command cards is now reduced by one less card for the rest of the game.

Option 2 – Same as above, but instead of triggering an automatic destruction of the bridge, the play of the Section card gives the player the opportunity to roll two Battle dice. If a star is rolled, the bridge is destroyed and removed, otherwise it survives the attack. Unlike in option 1, the attacking player does get to replenish his hand by drawing a Command card as normal at the end of his turn, regardless of whether the attack against the bridge succeeds or not.

Collapsible Rafts & Boats

In the Nijmegen Bridges scenario included in this expansion, Battle Star tokens are used to represent boats.

The three Allied infantry units on the left flank have collapsible flat-bottom boats. Place a Battle Star token in the same hex as each of these units, to distinguish them from the other units.

Units with boats may enter a river hex. A unit that enters a river hex must stop and may move no further on that turn. When on a river hex, reduce the number of battle dice the unit rolls by 1. A flag rolled against a unit in a boat on a river hex causes a loss of one figure instead of a retreat. Once the unit crosses the river, remove the unit's Battle Star token; the unit has abandoned its boat, and may now no longer move onto a river hex.

Calling in Air Strikes (Hill 317 rule)

This is another scenario-specific rule, first introduced in Operation Lüttich: Attack on Hill 317. For as long as a unit occupies a specific terrain hex, the occupying player may play any Recon card from his hand as if it was an Air Power card. This rule can be used with a hill, a church, a lighthouse, etc., or any other landmark offering an attractive observation post.

Forward Spotting Artillery

This is a variation of the Calling in Air Strikes rule, applied to Artillery: For as long as a unit occupies a specific terrain hex, Big Guns rules are in effect for all Artillery units (see the Big Gun rules in the Badges section of this rulebook).

Capturing Equipment

A Battle Star token may be used to identify a radar station's new equipment, or any other valuable piece of equipment the enemy might want to capture. Place the Battle Star token on the precious cargo. An Infantry unit must stop on that hex to pick it up. From then on, the piece of equipment represented by the Battle Star moves with the unit. If the unit is destroyed, the equipment remains on the ground, waiting to be picked up by another unit using the same rule.

Freeing Prisoners

Using the same rule as capturing equipment above, a Battle Star can be used to represent an important prisoner waiting to be freed. The only difference is that the prisoner is killed if the unit freeing him up is destroyed.

This prisoner would be located in a fortress or a prison camp.

Heroic Leader

A Battle Star token may represent a heroic leader. When in command of an infantry unit, this leader lets the unit ignore one flag and inspires his men, giving them an additional one Battle die when in combat. If the unit is eliminated, roll two Battle Dice. If a star is rolled, the Heroic Leader is lost, giving one Victory medal to his opponent. If he survives, move his Battle Star to the nearest friendly unit.

III. Landmarks

The Terrain Pack Expansion introduces a new category of terrain hexes featuring a variety of iconic buildings and emblematic constructions, referred to as landmarks. Sometimes these landmarks will be purely symbolic, simply adding flavor to a scenario. But often, they can play a key role in the scenario: an objective that must be destroyed; an objective that must be reached or entered to trigger a specific event or action; etc...

A Landmark's effects may vary from scenario to scenario on a case-by-case basis, as described in its Special Rules or Conditions of Victory section.

Dams

  • Movement: Impassable to Armor and Artillery. No movement restrictions for Infantry.
  • Battle: No combat restrictions. A unit on a Dam hex may ignore the first flag rolled against it. See specific scenario rules to determine how to sabotage a Dam.
  • Line of Sight: A Dam blocks line of sight.

Sabotaging a dam

In the Schwammenauel Dam scenario included in this expansion, Battle Star tokens are used to indicate German sabotage efforts.

The Axis player may attempt to sabotage the Schwammenauel and Urft dams, when he has units on both or either dam hex. After playing a Command Card and before any units are ordered, he rolls two battle dice. For each star rolled, one Battle Star token is placed on a dam. If two stars are rolled and only one dam is occupied, only one Battle Star is placed on the occupied dam. When a fourth Battle Star token is placed on the dam, it is considered successfully sabotaged: remove the tokens from the dam hex and place four Axis medals onto the German medal track! But beware: If an Allied unit captures the dam hex at any point before the Axis Battle Star token count reaches four, the tokens are removed and the sabotage process must start over.

Airfield

  • Movement: No movement restrictions.
  • Battle: No combat restrictions.
  • Line of Sight: Airfield does not block line of sight.

If indicated in the Special Rules of the scenario, a player may land reinforcements on an airfield hex when there are no enemy units on any of the airfield hexes. When a Direct from HQ command card is played, for one order, one infantry unit is placed on an airfield hex. The unit may not move or battle the turn it lands.

Also see the optional Sabotage rules in the Battle Star Tokens section.

Barracks

Same effect as a Town and Village hex (M44 p.14).

Cemetery

  • Movement: No movement restrictions.
  • Battle: No combat restrictions. A unit on a Cemetery hex may ignore the first flag rolled against it.
  • Line of Sight: A Cemetery does not block line of sight.

Church

Same effect as a Town and Village hex (M44 p.14). In addition, a unit on a Church hex may ignore the first flag rolled against it.

Also see the Targeting optional rules in the Battle Star Tokens section.

We recommend that players revisit the Sainte-Mère-Église scenario, with a church terrain tile placed in the town with the Axis infantry unit. The town now becomes a much stronger position on the Axis side.

Factory Complex

See specific scenario rules for Factory Complex. By default, it has the same effect as a Town and Village hex (M44 p. 14). Also see the optional Sabotage rules in the Battle Star Tokens section.

Fortress

Same effect as a Bunker (M44 p.16).

In addition, either side may claim it as a defensive position. Units on a Fortress hex may ignore all flags rolled against the unit. Also see the optional Freeing Prisoners rules in the Battle Star Tokens section.

Lighthouse

Same effect as a Town and Village hex (M44 p.14). Also see the optional Calling in Airstrikes and Forward Spotting Artillery rules in the Battle Star Tokens section.

Power Plant

See specific scenario rules for Power Plants. Also see the optional Sabotage rules in the Battle Star Tokens section.

Prison Camp

See specific scenario rules for Prison Camp. Also see the optional Freeing Prisoners rules in the Battle Star Tokens section.

Radar Station

  • Movement: A unit that moves onto a Radar Station hex must stop and may move no further on that turn.
  • Battle: A unit may battle the turn it moves onto a Radar Station hex. When battling an enemy unit that is on a Radar Station hex, infantry and armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. A unit on a Radar Station hex may ignore the first flag rolled against it.
  • Line of Sight: A Radar Station blocks line of sight.

If a Battle Star is present on the hex, the player occupying the Radar Station benefits from the following feature: if his opponent desires to play an Air Power card against the owner of the Radar station, he must do so by declaring his intention in advance, one turn ahead, and displaying his Air Power card face up on the table. On his next turn, his opponent must then play his Air Power card.

Supply Depot

  • Movement: No movement restrictions.
  • Battle: No combat restrictions.
  • Line of Sight: A Supply Depot blocks line of sight.

When indicated in the scenario, destroying an enemy Supply Depot reduces the movement of all enemy armored units by one hex.

IV. New Obstacles and Tokens

Field Bunkers

Same effect as a Bunker (M44 p.16).

In addition, either side may claim it as a defensive position.

River Ford

  • Movement: A unit may enter a River hex when the hex has a Ford. A unit that enters a hex with a Ford must stop and may move no further on that turn.
  • Battle: A unit on a Ford hex reduces the number of Battle dice it rolls by 1.
  • Line of Sight: A Ford does not block line of sight.

Pontoon Bridge

Pontoon Bridges may be used only in scenarios mentioning them, in the conditions described by the scenarios Special Rules section.

To construct a Pontoon Bridge over a river, play an Attack command card, and instead of ordering 3 units in the section, place a Pontoon Bridge on any river hex in the section.

  • Movement: A unit may enter a River hex when the hex has a Pontoon Bridge with no movement restrictions.
  • Battle: No combat restrictions.
  • Line of Sight: A Pontoon Bridge does not block line of sight.

Railroad Bridge

  • Movement: A unit may enter a River hex when the hex has a railroad bridge. No Infantry movement restrictions. An Armor unit must stop when it moves onto a Railroad Bridge hex.
  • Battle: No combat restrictions.
  • Line of Sight: A Railroad Bridge does not block line of sight.

Road Blocks

  • Movement: Only an Infantry unit may enter a Roadblock hex. An Infantry unit that enters a hex with a Roadblock must stop and may move no further on that turn.
  • Battle: A unit on a Roadblock is protected on all sides. A roadblock reduces the number of Battle dice rolled by 1 when attacked by Infantry or Armor. Artillery battle dice are not reduced. A unit on a Roadblock hex may ignore the first flag rolled against it.
  • Line of Sight: A Roadblock does not block line of sight.

Trains - Locomotive and Wagon

Refer to the scenario Special Rules to use these tokens. Trains may be used to carry reinforcement troops (Supply Trains) or artillery guns (Armored Trains). Trains may also turn out to be mission objectives.

A train may move forward or backward by 1, 2 or 3 hexes along the railroad tracks, but it may not move when the tracks are blocked. You order it like any other unit, by playing a Command Card. If the train is across two sections, it may be ordered in either section.

An enemy unit may target a train. One hit is scored for each Grenade rolled on the train. Place a Battle Star token on the locomotive for each hit on the train. On the second hit, place a second Battle Star. On the third hit, place a third Battle Star and remove the wagon. On the fourth hit, the locomotive is removed. When both sections of the train are removed, place the locomotive on an empty Victory Medal space.

A train may ignore the first flag rolled against it. When it retreats, it moves back (opposite way the locomotive is facing) one hex along the tracks for each Flag rolled against it. If it cannot retreat, place one Battle Star on the locomotive for each hex it cannot retreat.

Supply Train - Reinforcements

A locomotive and wagon may carry infantry or armor reinforcement troops. The units that are being carried are indicated in the scenario. Carried units may not battle. When the locomotive arrives at the station, the units riding on the supply train are placed on the hexes adjacent to the locomotive and wagon. Units may not move or battle the turn they arrive at the station.

Armored Train

An armored train contains an artillery figure on its wagon piece. It may move up to 3 hexes and still battle. Apply the artillery range and firepower regular rules. Use the other train rules above for movement and counting damages (four grenades to destroy the train).

V. New Badges

Big Guns

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.

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 retreats, 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 or is eliminated.

When the unit moves from the hex, the cross-hair marker is placed back on the hex with the Big Guns.

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.

Nationality Badges

The Nationality badges in this expansion are: SAS (British Special Air Service); 2ème Division Blindée (French 2nd Armored Division); British Special Forces; Polish Troops; Yugoslav Partisans; Spanish Republicans; Elite Italian Assault Division "Divisione Littorio d'Assalto"; Australia (2nd AIF); New Zealand; Gurkha; Chinese Nationalist Forces; German Rosette; Afrika Korps; US 101st Airborne Division "The Screaming Eagles"; German Engineers; Italian Engineers; Royal Engineers; and US Engineers.

The printed historical notes accompanying each Nationality badge are background text and are not reproduced here. The badges' game effects are as stated in this section and in the scenarios.

Scenarios

34 - [Battle of Gazala] Knightsbridge - June 12, 1942

Setup order

StepTerrain piece (as shown in setup order icon)Count
1Wadi (Desert)x2
2Wadi (Desert)x1
3Oasis (Desert)x2
4Towns and Villages (Desert)x1
5Palm Forest (Desert)x3

The unit placement is shown in the printed setup diagram (15th Panzer, 21st Panzer, 2nd Armor and 4th Armor).

Briefing

  • Axis Player: Take 6 Command cards. You move first.
  • Allied Player: Take 4 Command cards.

Note: For best visual effect, we recommend that you use the Desert board from Expansion Pack "Winter/Desert Board Map". Otherwise, use the regular countryside board of Memoir '44.

Conditions of Victory: 5 Medals.

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.

Armor movement is amended as follows:

  • An ordered Axis armor unit may move up to 3 hexes and battle.
  • An ordered Allied armor unit may move up to 2 hexes and battle.

North Africa Desert rules are in effect (see p.3).

35 - [Market Garden] Nijmegen Bridges - September 20, 1944

Setup order

GroupCount
1x4
2x10
3x12
4x8
5x10
6x1
7x2
8x1
9x2
10x3
11x3

The printed setup diagram places Big Guns, Valkof Fortress, Nijmegen and Fort Hof Van Holland on the board. The unit types for each group are shown in the printed diagram.

Briefing

  • Axis Player: Take 5 Command cards.
  • Allied Player: Take 6 Command cards. You move first.

Conditions of Victory: 6 Medals. An Allied unit that captures a bridge hex counts as one Victory Medal. Place an Objective Medal on each Bridge hex. As long as the Allied unit remains on the hex, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts.

Special Rules

The three Allied infantry units on the left flank have collapsible flat-bottom boats. Place a Battle Star token in the same hex with these units to distinguish them from the other units. See p.8 to learn about collapsible boats.

See p.13 to learn how to play Big Guns.

36 - Schwammenauel Dam - February 4-9, 1945

Setup order

GroupCount
1x15
2x4
3x2
4x2
5x3
6x15
7x4
7x7
7x2
10x2
11x2

The group numbers are reproduced exactly as printed in the source, including the repeated "7". The printed setup diagram shows the River Roer, Urft Dam, Schwammenauel Dam, Schmidt and Kommerscheit.

Briefing

  • Axis Player: Take 5 Command cards.
  • Allied Player: Take 5 Command cards. You move first.

Conditions of Victory: 6 Medals. An Allied unit that captures a Dam hex counts as one Victory Medal. Place an Objective Medal on each Dam hex. As long as the Allied unit remains on the Dam hex, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts. The Axis player may attempt to sabotage the Schwammenauel and Urft dams. See p. 9 to learn the rules of sabotaging a dam.

Special Rules

The Allied Special Forces are Paratrooper units. Place an Allied Special Force badge in the same hex with these units to distinguish them from the other units. These units may move 1 or 2 hexes and still battle.

37 - [Operation Grenade] Across the River Roer - February 24, 1945

Setup order

GroupCount
1x4
2x4
3x1
4x16
5x13
6x7
7x6
8x2
9x3
10x4
11x6

The printed setup diagram places the River Roer and Linnich on the board. The unit types for each group are shown in the printed diagram.

Briefing

  • Axis Player: Take 4 Command cards.
  • Allied Player: Take 6 Command cards. You move first.

Conditions of Victory: 6 Medals. An Allied unit that captures a town or the medal on the road exit on the Axis baseline, as indicated, counts as one Victory Medal. Place an Objective Medal on each of these hexes. As long as the Allied unit remains on the hex, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts.

Special Rules

The River Roer is a Navigable River by Allied infantry units in boats. Play the river as a Ford (see p.11).

See p.7 to learn about Minefields.

  • Heroic Leader