Professional Documents
Culture Documents
Revised and extended memoir 44 by Martin Rapier (6.5.14)
Command Cards
Section cards active units in a sector, tactics cards all special actions. The number of
cards each side has reflects command quality, typically 46.
Surprised start with 2, draw 2 after turn 1, 2 after turn 2 etc (up to hand size)
Rigid command: card played this turn is resolved next turn (except recon, ambush
and counterattack). Generally applies to Russians in early/mid war period.
Advanced recce: if playing a recon card, draw two cards at turn end and play one of
them immediately.
Victory
Win by getting medals for destroying units, taking locations and exit. Typically 46.
Turn sequence
Play a command card (Russians play card placed last turn).
Order all units movement one at a time.
Battle after all moves complete, resolve one unit at a time
Draw new command card (Russians play card for next turn)
Movement
Units may never move through each other, otherwise see unit and terrain restrictions.
Battle
All except artillery and mortars require LOS, this is blocked by obstructive terrain or
either friendly or enemy units. If ordered and adjacent to an enemy unit, that must be
the target of a battle (close assault). Ranged fire cannot be conducted in preference.
Some terrain types and cards may increase or reduce battle dice.
Battle results:
Tank = tank/armour hit
Infantry = infantry/cavalry
Star = hit on artillery, AT weapon hit on tanks
Grenade = hit in close combat (not arty)
Flag = retreat 1 hex (up to 3 for SnS)
Losses The unit is destroyed when it has lost all its hits. Losses have no effect on
combat dice as modern units deploy in depth and maintain reserves.
Close Assault If the target unit holds its ground (survives, no retreat), it battles back.
Retreat moves towards one base line, may retreat through terrain but not impassable
and not units. If unable to retreat lose an extra hit for each hex unable to retreat. Some
terrain and obstacle types allow units to ignore one flag.
Special airpower. Some scenarios allow a player to use his ‘recon 1’ cards as an
airstrike, or allocate airstrike tokens. Target four or less adjacent hexes and attack
each with 2 dice.
Camo. Scenario option is that units in cover may be camo’d at game start, it may only
be attacked by close assault. It must lose camo to move/battle.
Unit types
Unit Move Combat Notes Hits
Infantry 01 battle or 2 no battle 321 TG 4
2nd Line Inf 01 battle or 2 no battle 321 TG 3
Elite Inf 02 and battle 321 TG 4
Mortars 02 or battle 321 IF, no TG 4
AT guns 02 or battle 321 AT, no TG 4
Ski troops 03 and battle 32 SnS. 3
Partisans 01 battle or 2 no battle 21 SnS 3
Amd Recce 03 and battle 221 SnS 3
Cavalry 03 and battle 21 OV 4
Medium Tanks 03 and battle 332 OV 3
Elite tanks 03 and battle 332 OV 4
Light tanks 03 and battle 322 OV 3
Early tanks 02 and battle 332 OV 3
Infantry tanks 02 and battle 332 OV 4
Artillery Move 1 or battle 322211 2
SP Artillery 01 battle or 2 no battle 322211 2
Heavy Arty Move 1 or battle 32221111 2
Heavy AT Move 1 or battle 2222 AT 2
Artillery special rules. Full strength artillery may 'intensive fire'. This doubles their
combat dice for this turn, but loses a hit. If a target unit is engaged but not
destroyed/retreated, place a bombardment marker. +1 dice to subsequent artillery
attacks from the same arty unit.
Take ground. (TG) Infantry conducting a close assault may advance into the enemy
hex if it is vacated for any reason.
Overrun.(Ov) Armour conducting a close assault may advance into the enemy hex if
it is vacated, and then battle again. If adjacent to an enemy they must assault, but if
not they may fire instead. Maximum of one overrun attack per turn.
AT. Unit has heavy AT weapons. Hit armour on a star. (Some tanks/Inf)
Mortars. Fire like artillery, may not move and fire or take ground.
IF. Indirect fire. May ignore LOS restrictions, no terrain penalties to attacks.
Assault tanks. Treat as a normal tank, but terrain battle reduction is maximum of 1
dice in assault. (armed with flamethrowers, heavy assault weapons etc).
Shoot and Scoot. (SnS) May battle when moving into restricted terrain. May retreat
up to 3 hexes per flag.
Engineers. (En) In Close Assault ignore terrain battle dice reductions.
On a wire hex lose one dice but may also clear wire on the same turn
If move onto a minefield and able to battle, will clear mines. If unable to battle mines
attack.
Terrain effects
Type Movement Battle (target/unit) LOS
Woods Stop, no battle Inf 1, Tanks 2 N
Bocage Must start adjacent, one Inf 1, Tanks 2 N
hex max. no battle
Hills No effect Inf 1, Tanks 1 N, unless hillhill
Steep hill 2 hex move to enter Inf 1, Tanks 1 N, unless hillhill
Towns Stop, no battle Inf 1, Tanks 2/2 N
City ruins Stop, no battle. Inf only Inf 1, Tanks 2/2 N.
Ignore 1st flag
Rivers Impassable unless Ne Y
bridge
Stream Stop when enter 1 dice while in stream Y
Beach Max 2 hexes Ne Y
Marsh Stop, no battle. Inf/Tank Tank no battle in or Y
only. Max 1 hex leave when leave.
Roads +1 hex to move (+2 for Ne Y
trucks only)
Obstacles
Type Movement Battle LOS Notes
Bunker Inf may move into and Inf 1, Tanks 2. N Ignore 1st flag
battle. No tanks or art Art hit on flag
Tank traps Only inf enter Ne N Ignore 1st flag
Dug in Ne, remove when unit Inf 1, Tanks 1 Y Ignore 1st flag.
moves. (or terrain)
Wire Must stop. Tanks Inf in wire reduce Y Inf may remove
remove wire when dice by 1 wire instead of
enter. battle.
Trench Stop, no battle. Inf 1, Tank 1 no Y Inf ignore 1st flag
Impassable to arty. battle if on trench
Mines Stop, don’t hit friends Str Attacks Y Ignore flags
Abatis Must stop, impassable Inf in abatis Y Inf may remove
to tanks/arty. reduce dice by 1 abatis instead of
battle
Smoke Place at game start, Last two turns Y Block LOS
three adj hexes through, not into
NWE Unit additions
Axis
All ‘Elite’ tanks are also AT (hit on star) as these are usually Tigers or Panthers. If
there are no elite tanks, ONE German infantry unit may have AT guns.
Elite infantry are usually mechanised.
For every four infantry units one may have heavy weapons (mortars).
Allies
For every four tanks one may be AT.
Elite infantry are usually mechanised.
For every four infantry units one may be assault engineers.
Elite artillery may be Self propelled.
Reserve rolls
Two dice, symbol = unit type (deploy or stage)
symbol + star = upgrade unit to elite
flag = one sandbag at no cost
flag + star = Allies advance one unit up to 2 hexes at no reserve cost. Axis place
two wire obstacles next to one unit at no reserve cost.
star + star = Take 1 air sortie at no reserve cost
Victory rolls
two dice plus one for each battle won in the campaign so far
inf = most add one inf hit
tank = must add one tank hit
star = reduce starting command cards by 1 (as per surprise)
flag = retreat one unit back (or lose a hit)
grenade = one hit on full strength enemy unit (your choice)