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Memoir '44: VE-Day Scenarios thumbnail

Memoir '44: VE-Day Scenarios

Expansion for Memoir '44

Memoir '44: VE-Day Scenarios Rulebook

Table of Contents

Table of Contents

  • Scenario 1: Hatten & Rittershoffen
  • Scenario 2: Reichswald & Nutterden
  • Scenario 3: Hitdorf
  • Scenario 4: Seelow Heights

Scenario 1: Hatten & Rittershoffen

Western Front. Operation Nordwind (Unternehmen Nordwind), January 16, 1945.

Setup order: 1 x7; 2 6x; 3 x12; 4 11x; 5 x2; 6 3x.

Briefing

  • Axis Player [Germany]: Take 5 Command cards.
  • Allied Player [United States]: Take 5 Command cards. You move first.

Conditions of Victory

  • 7 Medals.
  • The towns of Hatten and Rittershoffen are each a Permanent Medal Objective worth 1 Medal for the Allied player if he manages to relieve their garrison. To relieve a garrison, a friendly unit must begin their turn in a hex that is adjacent to a town hex occupied by a garrison. There are three garrison units in this scenario: the infantry unit in Hatten and the infantry and artillery units in Rittershoffen. Place a Battle Star on these units to identify them as garrisons.

Special Rules

  • Re-Supply rules (Action 24 - Resupply) are in effect for Half-Tracks (Troops 18 - Half-Tracks).
  • Place a badge on Axis elite infantry and armor units (Troops 2 - Specialized Units), and on Axis Engineer units (Troops 4 - Combat Engineers).
  • Place a badge (or use the proper figures) on the Allied Mobile Artillery unit (Troops 14 - Mobile Artillery).
  • Special Weapon Assets late war rules (SWAs 4 - Special Weapon Assets, Late War) are in effect for units equipped with Anti-Tank Guns (SWAs 5 - Anti-Tank Gun).
  • The Allied player may conduct Air Strikes (Actions 3 - Air Strikes).
  • Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.

Scenario 2: Reichswald & Nutterden

Western Front. Operation Veritable, February 8, 1945.

Setup order: 1 x5; 2 21x; 3 x4; 4 3x; 5 x6; 6 6x; 7 x1; 8 2x; 9 x4; 10 2x; 11 x4; 12 3x.

Briefing

  • Axis Player [Germany]: Take 5 Command cards.
  • Allied Player [Canada / Great Britain]: Take 5 Command cards. You move first.

Conditions of Victory

  • 7 Medals.
  • Exit rules are in effect across the entire Axis player's baseline, for the Allied player.
  • Each town hex is a Temporary Medal Objective (Turn Start) worth 1 Medal for the Allied player.

Special Rules

  • British Commonwealth Forces Command rules are in effect (Nations 5 - British Commonwealth Forces).
  • Place a badge on Axis and Allied elite infantry units (Troops 2 - Specialized Units), on the Allied Engineer unit (Troops 4 - Combat Engineers), and on the Allied Flame Thrower Tanks unit (Troops 13 - Flame Thrower Tanks).
  • Place a badge (or use the proper figures) on the Allied Mobile Artillery unit (Troops 14 - Mobile Artillery) and Axis Tank Destroyer units (Troops 24 - Tank Destroyers).
  • Special Weapon Assets late war rules (SWAs 4 - Special Weapon Assets Late War) are in effect for units equipped with Anti-Tank Guns (SWAs 5 - Anti-Tank Gun) or Machine Guns (SWAs 7 - Machine Gun).
  • The Axis player lays out the Minefields (Terrain 29 - Minefields). Draw 4 mines from a set of the following strength: four (0), two (1) and one (2).
  • Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.

Scenario 3: Hitdorf

Western Front. April 6, 1945.

Setup order: 1 6x; 2 x19.

Briefing

  • Axis Player [Germany]: Take 5 Command cards. You move first.
  • Allied Player [United States]: Take 5 Command cards.

Conditions of Victory

  • 6 Medals.
  • The six town hexes of Hitdorf form a Temporary Majority Medal Objective (Turn Start) worth 1 Medal for the Allied player and 2 Medals for the Axis player. The Allied player controls the city at game start and thus has 1-medal head start.

Special Rules

  • The Allied player rolls 1 die for each Allied paratrooper unit in a town hex at game start. When an Infantry or Star symbol is rolled, place a sandbag in the occupied town hex.
  • All Allied infantry units are elite units (Troops 2 - Specialized Units). Badges are not required. Place a Battle Star (or use the proper figure) on the Allied Sniper Unit (Troops 10 - Sniper).
  • Special Weapon Assets late war rules (SWAs 4 - Special Weapon Assets Late War) are in effect for units equipped with Anti-Tank Guns (SWAs 5 - Anti-Tank Gun) or Machine Guns (SWAs 7 - Machine Gun).
  • The Axis player lays out the Minefields (Terrain 29 - Minefields). Draw 3 mines from a set of the following strength: four (0), two (1) and one (2).
  • Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.

Scenario 4: Seelow Heights

Eastern Front. April 16-18, 1945.

Setup order: 1 x1; 2 1x; 3 x10; 4 7x; 5 x7; 6 2x; 7 x10; 8 27x; 9 x13; 10 1x; 11 x2; 12 15x.

Briefing

  • Axis Player [Germany]: Take 10 Command cards.
  • Allied Player [Soviet Union]: Take 10 Command cards. You move first.

Conditions of Victory

  • 18 Medals.
  • The Axis side gains 1 Medal for each Recon 1 Command card that their side plays.
  • Exit rules are in effect on the portion of the Axis baseline in between the 2 Exit markers for the Allied player.
  • The 8 town hexes form a Temporary Majority Medal Objective (Turn Start) worth 2 Medals to the side that occupies the absolute majority. The Axis player controls the towns at game start and thus has 2-medal head start.
  • Seelow Heights is made up of three groups of hill hexes (6 on the left, 10 in the center, 12 on the right). Each hill group is a Temporary Medal Objective (Turn Start) worth 1 Medal for the Allied player if one of their units occupies it AND no Axis unit occupies it.

Special Rules

  • Re-Supply rules (Action 24 - Resupply) are in effect for Supply Trucks (Troops 17 - Supply Trucks).
  • Place a badge on the Axis and Allied elite infantry and armor units (Troops 2 - Specialized Units) and on the Axis Engineer unit (Troops 4 - Combat Engineers). If you run out of Soviet infantry units, use US standard figures as elite infantry.
  • Place a badge (or use the proper figures) for the Mobile Artillery units (Troops 14 - Mobile Artillery), the Axis Tiger Tank (Troops 16 - Tigers) and the Axis Heavy Anti-Tank Gun unit (Troops 23 - Heavy Anti-Tank Guns).
  • Special Weapon Assets late war rules (SWAs 4 - Special Weapon Assets, Late War) are in effect for units equipped with Anti-Tank Guns (SWAs 5 - Anti-Tank Gun) and Machine Guns (SWAs - 7 Machine Gun).
  • Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.