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Memoir '44: Winter/Desert Board Map thumbnail

Memoir '44: Winter/Desert Board Map

Expansion for Memoir '44
Expansions
Memoir '44: Winter 2007 Scenario

Memoir '44: Winter/Desert Board Map Rulebook

Table of Contents

Table of Contents

  • Blitz Rules
  • Simplified Campaign Rules
  • Die Roll Results

Blitz Rules

Scenarios occurring in the early years of WWII often use the Blitz Rules.

  • The Axis player may play a 'Recon' 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.

Simplified Campaign Rules

Playing a series of battles that make up an entire campaign is an exciting way to expand your Memoir '44 experience. These few simple campaign rules will enable you to easily link the results of one campaign battle to the next. Another benefit of this simple system is that any Memoir scenarios can be linked together and played as a series of campaign battles.

Set up the scenario. Before the Command cards are dealt, each player rolls the number of Battle dice equal to the number of medals they captured in the previous scenario in the campaign. In addition, as a victory bonus, the winner of a game in a campaign series rolls 1 additional die for each victory he has won in the campaign. For example, if he has won two games, he rolls 2 additional dice. If the campaign game results were 2 to 1, then one player would roll two victory bonus dice, and the other would roll one. Each die result in these pre-battle rolls will have the following effect on the starting conditions of the scenario.

If all of the figures in an opponent's unit are removed before the battle begins, you gain a Victory Medal.

Die Roll Results

  • Infantry result: Your opponent must remove one infantry figure from one of his infantry units.
  • Armor result: Your opponent must remove one tank figure from one of his armor units.
  • Grenade result: You remove one figure from any opponent's unit.
  • Command card (star) result: Reduce the number of command cards your opponent holds at the start of the battle by 1. His starting hand however, must always be at least 1 card. He will draw two cards after each turn, until the number of command card he holds is equal to the number listed in the scenario briefing notes.
  • Flag result: Your opponent must retreat one unit back one hex. Units on the edge of the board, if forced back, lose 1 figure instead of retreating.