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Memoir44 Rulebook v4.1

Memoir44 Rulebook v4.1

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100% found this document useful (1 vote)
406 views11 pages

Memoir44 Rulebook v4.1

Memoir44 Rulebook v4.1

Uploaded by

descue
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Thankyou! Peter (Universal Head)
v4.1
August 2020

Game: MEMOIR ’44


Publisher: Days of Wonder (2004)

Page 1: Rules summary Core rules (sheet 1 front)


Page 2: Rules summary Operation Overlord (sheet 1 back)
Page 3: Rules summary New Flight Plan (sheet 2 front)
Page 4: Rules summary New Flight Plan (sheet 2 back)
Page 5: Reference sheet: Terrain (sheet 3 front)
Page 6: Reference sheet: Nations & Actions (sheet 3 back)
Page 7: Reference sheet: Night Attacks, Hazards, Other Equipment, Combat Cards (sheet 4 front)
Page 8: Reference sheet: Troops, Victory Conditions, Air Rules (sheet 4 back)

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal
Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially
from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission.
This PDF may not be re-posted online, sold or used in any way except for personal use.

If you need exceptional quality graphic design Peter ‘Universal Head’ Gifford
for your next project, visit universalhead.com The Esoteric Order of Gamers
SETUP BATTLE RETREATING
Select a scenario and set up the board. Players Resolve battles one at a time and only once per unit Terrain has no effect on retreat moves; however
choose sides. Deal command cards as instructed by per turn. One unit’s battle must be completed before impassable terrain cannot be moved through. A unit
the scenario. the next battle. An ordered unit does not have to battle. may not move onto or through a hex with any other
unit in it.
The object of the game is to win a number of victory Casualties do not affect a unit’s battle effectiveness.
medals depending on the scenario. If a unit cannot retreat, is forced to retreat off the
A unit attacking an adjacent unit is in close assault.
battlefield, or would be pushed back onto a sea hex,
A unit attacking a unit more than 1 hex away is firing
GAME TURN at that unit.
one figure must be removed for each uncompleted
retreat move.
1 Play a command card A unit adjacent to an enemy must close assault that
Some obstacles allow some units to ignore the first
2 Order Announce all units you intend to order, unit if it chooses to battle; it cannot fire on a more
flag rolled against them.
within the limits of the command card played. distant enemy.

3 Move Move ordered units. Range and hit dice rolled TAKING GROUND & ARMOR OVERRUN
4 Battle Battle one ordered unit at a time. Infantry 3 2 1 An ordered infantry unit in close assault may advance
Select target and: into a hex from which it has eliminated a unit or
a. Check range and line of sight Armor 3 3 3 forced it to retreat.
b. Check potential terrain effects An artillery unit may not take ground.
c. Resolve battle Artillery 3 3 2 2 1 1 An armor unit may take the ground and claim an
5 Draw a command card armor overrun combat. It may move into the vacated
Line of sight hex and then battle again. If the hex is adjacent to an
PLAY A COMMAND CARD & ORDER All units require line of sight (LOS) to the enemy enemy unit, this new combat must be close assault,
except artillery. Draw a line between the centres of the otherwise, you may fire at a distant unit.
Play one command card at the start of a your turn, hexes; LOS is blocked if any part of a hex containing
then announce which corresponding unit(s) you A unit may take ground again after a successful
an obstruction or unit crosses this line. If the line runs
intend to order. overrun combat, but may only make one overrun
along the edge of one or more hexes it is only blocked
combat per turn.
Units on a hex straddling sections may be ordered if they stand along both sides of the line segment.
from either section. All battles, close assault and overrun combats must
Resolving battles
be completed before the next unit may battle.
Only those units that are issued an order may move, The attacker scores 1 hit for each dice symbol rolled
battle, or take a special action that turn. that matches the unit type targeted. SPECIAL FORCES
For each hit scored 1 figure is removed from the target
MOVE unit. When the last figure is removed place it on one
Use Special Forces badge tokens to indicate which
units are Special Forces.
Move units one at a time and only once per unit of the medal stands on the attacker’s side of the board.
per turn. Movement for one unit must be completed French resistance Forces start with 3 figures per unit.
before moving the next unit. HIT Score 1 hit on infantry. They may always battle when they penetrate a new
terrain type but cannot battle if they move 2 hexes.
An ordered unit does not have to move. They may also retreat up to 3 hexes instead of the
Two units cannot occupy the same hex. HIT Score 1 hit on armor. standard 1 on any retreat flag rolled.

Units may not move onto or through a hex occupied Elite armor Units start with 4 tank figures.
by a friendly or enemy unit. HIT Score 1 hit on infantry, armor or artillery.
TERRAIN TYPES
Individual figures of a unit always stay together and
move as a group. The terrain help cards summarize the effects of
MISS This is a miss, unless used in a limited terrain. Soldier and tank icons show modifications to
Infantry Move up to 1 hex and battle or 2 hexes number of tactical command cards. the number of dice rolled when that type of unit is
and not battle. Special Forces (except French attacking units within the terrain.
Resistance) may move up to 2 hexes and battle. RETREAT After all hits and casualties have
been resolved, for each flag rolled the target Fixed obstacles
Armor Move up to 3 hexes and battle.
unit must move one hex back towards its When an obstacle is on a terrain hex, only the best of
Artillery Move up to 1 hex or battle. side of the battlefield. the battle dice reductions matters.
2. A FG must play the command cards they receive, FGs may discuss tactics with each other at any time,
faceup, in the section they are ordering troops. If they but the CiC must limit their input to the time they are
OPERATION OVERLORD receive 2 section cards, they must play one in each of ‘visiting the front’.
their 2 sections.
SETUP The Ambush card is given to a FG when their opponent
When playing a command card, a FG places it faceup in declares a close assault combat. The CiC draws one
Split players into 2 teams, one for each camp. The the section under their command in which they wish to replacement card after the ambush is completed.
optimal number of players is 8: one Commander-in-Chief order units, so that their opponent FG can see.
(CiC) and 3 Field Generals (FGs) for each camp.
If the card is a tactic or section card that can order units EXPANSIONS
With 3 players per side, the CiCs sit in the center and in both sections under the FG’s command at once, they
also act as the center field FGs; with 2 or one player per place the card astride their 2 sections. EASTERN FRONT
side, the players play all roles collectively for their camp. At game start, the Soviet CiC must choose and place up
As normal, FGs should ensure all movement is completed to 3 command cards under the Commissar chip.
Lay out your pre-printed map, or lay 2 boards side by for all sections of the battlefield before any battling starts.
side, and deploy your figures. With 2 boards, the board’s At the start of each turn, after taking the command cards
sections combine in pairs to create double-sized left, A unit may only be given one order in a turn. A unit placed under their chip, the Soviet CiC must repeat this
center and right sections. in a section may cross over into another section under process and place new command cards under the chip,
the command of a different FG, but it may not be in preparation for the next turn. In no case can they ever
Players sitting in front of each pair of sections will immediately ordered again in this new section. place or have more than 3 cards under their chip.
respectively be the left, center and fight FGs, and have
those sections under their direct command for the game. 3. If a FG does not receive a card from his CiC during a In Overlord mode, Recon 1 cards cannot be played
turn, he may decide to act of his own initiative. directly from a Soviet CiC’s hand. Instead, they are
Shuffle the 2 sets of Overlord command cards together.
placed under the Commissar chip.
Each CiC takes the number of cards indicated for that A FG acting on their own initiative rolls one die, with the
camp. following effect: The Counter-Attack card may be played as normal,
directly from the Soviet CiC’s hand.
Players from each camp may now discuss the scenario’s
special rules, objectives and victory conditions, and their 1 Infantry of your choice is ordered. Neither of these cards may be played if playing these

preferred strategies and tactics. card(s) and the command cards already placed under
1 Armor of your choice is ordered. the Commissar chip during the prior turn exceeds the
sOnce the game starts, communications will be restricted
maximum of 3 command cards played during a turn.
and must follow the chain of command.
The Ambush card may be given to a FG and played
1 unit of your choice is ordered.
THE GAME TURN immediately even if there are already 3 cards under the
Commissar chip (since the Ambush card is not played
1 unit of your choice must retreat 1 hex. The
1. The CiC selects 1, 2 or 3 command cards from their during your turn).
hand. unit may not battle. If none of your units can
retreat, then one of them must lose 1 figure. Air Power and Counter-Attack cards can also be placed
They may give one card to each of their FGs, or give 2 and played from under the Commissar chip if desired,
section cards to one FG and one card to another, or just 1 unit of your choice must lose 1 figure. but the limit of 3 command cards placed under the chip
give one card to one FG and nothing to the others, keep a The unit may not battle. and 3 command cards maximum being played during the
card for themself to play it directly, etc. turn remains.
If the symbol rolled does not correspond to any unit
If some of the cards a CiC selects are section cards, they All limitations regarding the play of command cards by
under the command of the FG taking the initiative, no
must give these to the corresponding FG(s), as indicated FGs also remain in force.
unit is ordered and the roll has no effect.
by the cards’ upper corner arrows. If the arrow points in
multiple directions, it may be given to any of the FGs the 4. Once all the actions of the command cards are PACIFIC THEATER
arrow points towards. completed, the FGs return the used command cards to The US Marine Corps CiC can let one of their FGs order
The number inside the arrow shows how many units the their CiC, who discards them and draws 2 new command one more unit than indicated on the section card they
receiving FG will be able to order (A means All). The text cards, regardless of the number of cards they gave out gave them to play. They choose which one, and tell
and central illustration shows this in greater detail. and played during the turn. the FG so at the start of the turn when handing their
command cards out.
If some of the cards a CiC selects are tactic cards, they When drawing new cards, the CiC can never hold more
must: command cards than allowed by the scenario’s briefing. All tactic cards that activate 1-4 units activate 2-5
instead, even if multiple FGs receive a tactic card this
- play the cards themself if the icon in the upper A CiC can never give out all the command cards in their turn.
corners shows the CiC’s silhouette hand during a turn. They must always keep at least 1 in
their hand, so that at the end of his turn, after drawing When a US Marine Corps FG or CiC counter-attacks their
- give them to the FG of their choice if the icon is Japanese opponent with a Counter-Attack card, they order
2 new replacement cards, they have at least 3 cards in
3 arrows with a ‘?’ inside 1 more unit than indicated on their opponent’s card. The
their hand.
- or do either of the above if both icons are present. reverse is not true; eg, a Japanese FG countering a US
Marine Corps FG that plays a Move Out card to order 5
A FG who receives a tactic card may never receive or play THE MILITARY CHAIN OF COMMAND units only counterattacks with 4 of their own.
any other command card during the same turn.
When handing out command cards, the CiC may talk The Air Power, Artillery Bombard, Barrage, Close Assault,
A CiC who plays a tactic card directly can never play strategy with one of their FGs, but they can never show or Infantry Assault and Their Finest Hour cards are all
another command card during the same turn (though state cards they hold. This FG does not have to follow the unaffected by the US Marine Corps Gung-Ho! power.
they may still give 2 other command cards to their FGs). CiC’s advice. The CiC may not talk with the other FGs.
The CiC’s tactic card action must be completed first, First pass cards to these FGs, then pass cards to the FG
before the FGs start playing the cards they just received. of your choice and discuss strategy.
An air unit occupies the hex it is on and blocks LOS. The defender must return any unused ammo to the ammo
pool, and loses the ability to deploy that kind of air unit
NEW FLIGHT PLAN To enhance the air unit capabilities, you can play a
for the rest of the scenario.
matching air combat card along side your command
SETUP card to apply the card’s special effects instead of your A landed air unit on a friendly aircraft carrier may not be
standard attack run. attacked; combat is conducted against the aircraft carrier.
These rules may be used with any official scenario when However, a landed air unit is eliminated if the aircraft
both players agree. Remove the Air Power command card If an air unit does not receive an order, it remains on the
carrier it is on is sunk. The enemy only collects a victory
(and Air Sortie, if any) from your deck before the game. battlefield as any other unit would.
medal for the aircraft carrier sunk, not for the air unit it
Shuffle and place the air combat cards beside the board. may still contain. However, its owner loses the ability to
AIR UNIT MOVEMENT deploy that kind of air unit for the rest of the scenario.
Create a common pool of ammo markers next to tthem.
When ordered, an air unit may move up to 4 hexes.
Each player takes 3 aircraft summary cards, as well as 3 AIR TO GROUND COMBAT
However, it may not move onto the same hex twice,
aircraft figures and 1 stand.
including the hex where it started its turn.
Each player draws 2 air combat cards at game start. The
AIR UNIT ATTACK RUN
An air unit moves during the move phase and battles The attack run is the air unit’s standard battle action. It
player with air superiority draws 1 additional combat card.
during the combat phase, like any other unit. is conducted against a maximum of 3 enemy hexes and
When you play a landing scenario (beach map), both
players draw 1 less air combat card. However, it may make an attack run: an attack against targets ground units. To battle an enemy ground unit, an
several targets that it flew over during its move. The ordered air unit must move over the enemy hex and place
The Air Superiority Chart indicates which side has air an ammo marker.
attack run is decided during the move phase and resolved
superiority in a theater, by year. Check the year of the
in the combat phase. Place a single ammo marker on each hex along
scenario and apply air superiority to the corresponding
player. If there is no air superiority, both players receive An air unit may never take ground. the attack run. Markers must be placed during
the same number of air combat cards at game start. the move phase and are resolved in the battle
An air unit ignores any movement restrictions. It may phase. The hexes where the markers are placed must be
move onto or through a hex with any type of terrain. adjacent and contiguous hexes, and you cannot skip a
DEPLOY AN AIR UNIT
hex along your path.
To bring an air unit onto the battlefield, you must play
OTHER UNITS
A standard attack run is resolved with 1 battle die per
an air combat card alongside the section card that you An air unit may move through a hex with an enemy or
marker. Air combat cards can modify the number of dice
play at the beginning of your turn. You must then use one friendly ground unit, however it cannot end its move on
rolled and what scores a hit. An air unit attacking a ground
order from this section card for the air unit. This is called the same hex as another unit. An air unit may not move
unit always ignores all terrain battle dice reductions.
deploying an air unit onto the battlefield. through a hex with an enemy air unit.
Terrains or abilities that allow to ignore flags apply
A ground unit may move through a hex with a friendly normally, unless stated otherwise on an air combat card.
You may not deploy an air unit if you already have an air
air unit. However, it may not move through a hex with an
unit on the battlefield, and you may not deploy an air When played, most air combat cards allow planes to
enemy air unit (this is called ground interdiction).
unit with a tactic card. perform a special attack run, more powerful than the
OBJECTIVES standard run.
When you deploy an air unit onto the battlefield, choose
an air unit of any type, no matter what air combat An air unit may neither take an objective medal, nor An attack run can be resolved at any point in the battle
card you played. Take the matching summary card and score an exit medal. A bomber or a fighter-bomber unit phase (before or after battling with any other ordered
corresponding ammo from the ammo pool and place the may, however, attempt to bomb the objective. unit). When an attack run is resolved, all air combat
matching figure and nation marker on your stand. markers must be resolved in the order of the run,
An air unit may not move off the battlefield. If you want
including an air units’s dogfight, if any, before starting
• If the type of air unit deployed does not match the air to withdraw it, you may announce this at the beginning
another unit’s combat. If the air unit declared a strategic
unit type restriction icon (or if there is none) on the air of your turn.
bombing, resolve it immediately after the attack run.
combat card, the special action of the card is ignored
AIR UNIT LANDING If an enemy unit with an ammo marker along an air unit’s
but the air unit can perform a standard attack run.
When an air unit ends its movement on a friendly airfield attack run is eliminated or forced to retreat by other
• If the type of air unit deployed matches the air unit hex (i.e. an airfield hex that is not under enemy control), friendly units before you resolve the attack run, remove
type restriction icon (if there is any) on the air combat the air unit is considered landed and on the ground. the ammo marker. When the attack run is resolved,
card, the special action of the card may be used Fighters and fighter-bombers can also land on a hex with ignore these units and resolve the rest of the attack run.
instead of a standard attack run. an aircraft carrier (in this case only, 2 units can occupy
After an attack run is resolved, remove the markers and
Then, perform the standard attack run or the special the same hex).
return them to the ammo pool.
action, starting the air unit’s movement from any hex At the start of the player’s next turn, the landed air
in the section of the card just played. This can include unit is resupplied and its ammo is brought back to full STRATEGIC BOMBING
hexes that are occupied by an enemy or friendly ground strength. An air unit may never claim an objective
unit or any type of terrain. The hex an air unit starts on is medal by occupying the hex. However, a
counted as the first hex of the air unit movement. An air unit may perform an attack run before landing, but
bomber or fighter-bomber that ends its move
it may not dogfight.
on an objective hex may try to bomb it, as
ORDER AN AIR UNIT When on the ground, an air unit is targeted and attacked long as it is unoccupied. Declare this at the
like a regular ground unit. A unit does not need to be end of your air unit’s move. Place an ammo token (bomb)
Once an air unit is deployed it mostly follows the basic adjacent to attack a plane, as long as it is in range. on the objective. The bomb is not part of an attack run
rules that apply to ground units. and cannot be affected by air combat cards.
Any or score a hit against a landed air unit,
Any deployed air unit that is already on the battlefield destroying it immediately (do not reroll to confirm the Resolve the bomb token during the battle phase, after
can be ordered like any other unit. When ordered, an air hit). The attacker places the nation marker on their medal any attack run and dogfight, if any. If a is rolled, claim
unit will use its standard movement and battle. stand, and draws a new air combat card as a reward. the medal on the objective hex.
If an objective hex is reoccupied by an enemy ground GROUND TO AIR COMBAT COMPATIBILITY
unit, the medal is lost and either placed back on the Ground units may attack air units.
objective hex or captured by the other player, depending PACIFIC THEATER: NIGHT BATTLES
on the scenario. An infantry or armor ground unit can battle an enemy
Air units cannot be deployed until full daylight.
flying air unit in an adjacent hex. They roll their regular
Once an objective has been bombed by a player and battle dice (3 dice).
claimed, it can no longer be bombed by their opponent
BREAKTHROUGH
to reclaim the objective. Depending on the scenario An artillery or destroyer unit can battle a flying air unit Before playing with the Breakthrough command deck,
however, the opponent may still try and reclaim the that is adjacent or 2 hexes away (it does not need LOS). remove the Air Power and Air Sortie cards from the deck.
objective with ground forces. They roll 1 additional die (4 dice). Apply the updated rules for command cards.

Majority medal objectives cannot be claimed with Even if the air unit is flying, it is considered adjacent if An air unit that is already on the battlefield can be
strategic bombing. you occupy the adjacent hex. This means that standard ordered to move, but the air unit may not battle (it may
close assault rules apply: not place markers or declare a dogfight). You may not use
DOWNING AN ENEMY AIR UNIT a ‘move’ order to deploy an air unit.
• You may not choose to attack a distant unit if you are
Any hits against a flying air unit (usually, ) must be adjacent to an air unit;
confirmed. Reroll all the dice that scored a hit.
D-DAY LANDINGS
• You may take ground with infantry and make an armor Before playing with the D-Day Landing maps, remove the
If at least one is rolled, the hit is confirmed and the overrun with armor if you eliminate the air unit or Air Power and Air Sortie cards from the Breakthrough
enemy air unit is shot down. force it to retire; command deck. If you play with several maps, each
The attacker collects the nation marker, places it on player may deploy their own air units, following the
• Some cards such as Armor Assault or Close Assault
their medal stand, and draws a new air combat card as a normal rules (you will need one air expansion per map).
may be used, while others such as Firefight may not
reward. The defender must return any unused ammo to There cannot be more than 1 air unit of each side per
(artillery can still use Firefight if it is 2 hexes away).
the ammo pool, and loses the ability to deploy that kind map, which means that you cannot order your air unit to
of air unit for the rest of the scenario. Each rolled scores a possible hit. Ignore all other move to the adjacent map if your teammate already has
results. an air unit flying there.
If the attacker does not roll a but rolls a on the
confirmation roll, the enemy air unit must retire from Air units cannot be targeted by nation command rules. OVERLORD
the battlefield but is not destroyed. Remove the aircraft Before playing with the Overlord command deck, remove
figure from the battlefield. The attacker does not gain a COMMAND CARDS the Air Power and the Air Sortie cards from the deck.
medal, or any air combat card reward. The defender must Apply the updated rules for command cards.
Apply these changes when using your command card
return any unused ammo to the ammo pool, but does not
deck with the air rules. In an Overlord scenario, the CiC handles the air combat
lose the ability to deploy that kind of air unit since it was
not shot down. Recon 1 cards. The CiC decides when to deploy an air unit
by giving one of their FGs an air combat card at the
A Recon 1 card allows you to draw 2 command cards at
DOGFIGHT beginning of their turn, along with a command card.
the end of your turn and keep 1 of them. With the air
When an ordered air unit ends its movement in a hex combat deck, it also allows you to draw a new air combat Once an air unit is brought onto the battlefield, the FG
adjacent to an enemy air unit, the ordered air unit may card at the end of your turn. commands the air unit. On later turns, the CiC can pass
declare a dogfight. This is in addition to any attack run out an air combat card to the FG that commands the air
conducted this turn. Close Assault
unit. The CiC follows the rules for replenishing their air
Close Assault may be used by a ground unit to target combat cards.
The attacker rolls a number of dice equal to its dogfight
an adjacent air unit with an additional die. It may not,
value against the enemy air unit. Only the attacker rolls If the air unit leaves a FG’s section, it may be ordered by
however, be used by an air unit against a ground unit.
dice; the defender cannot counter-attack, unless they the FG of the new section on the next turn. You cannot
have an air combat card that allows them to do so. Ambush order a unit twice per turn however.
When dogfighting, an air unit does not spend any ammo Ambush can be used by a ground unit being attacked by
markers. an air unit. The ambush must be declared in the move OTHER COMBAT CARD DECKS
phase when the air unit places an ammo marker on a The air combat card deck can be played with any other
Each rolled scores a possible hit. Ignore all other ground unit. The ambush is resolved immediately. If combat card deck.
results. the air unit is not eliminated or forced to retire, it may
When playing a Recon 1 command card, you draw a new
complete its attack run.
AIR UNIT WITHDRAWING combat card from each deck.
At the start of their turn, before playing a command Ambush may not be used by an air unit.
An air unit cannot be affected by non-air combat cards.
card, a player may decide to withdraw an air unit off the Their Finest Hour
battlefield. When a is rolled, you may order an air unit that is ANTI-TANK WEAPONS
If the air unit is out of ammo, it must be withdrawn. already on the battlefield (it may not be used to deploy Air units are not considered vehicles.
an air unit, though). When attacked by anti-tank units such as Anti-Tank Guns
Pick up the air unit figure from the battlefield and set it
aside. No medal is awarded when an air unit withdraws. The ordered air unit battles with 1 additional die for each or Tank Destroyers, do not hit. Other rules remain
Any unused ammo is returned to the ammo pool. The air marker that is placed. Reshuffle both the command and unchanged.
unit can be brought back onto the battlefield on a later air combat decks with their matching discard piles. Then,
turn by playing an air combat card. both sides draw a new air combat card.
A player cannot withdraw an air unit from the battlefield Barrage
at the start of their turn and deploy another air unit Only ground units may be targeted with this card, so it
during the same turn. has no effect on flying air units.
LOS BLOCKS LOS MOVE BATTLE

TERRAIN MOUNTAINS -2* -2* DAM PRISON CAMP -1 -2 ROAD & RAIL
Infantry only may enter from Infantry only. Unit must stop.
BEACH or exit to an adjacent hill or ABATIS
May ignore first . No battle on entry.
mountain hex.
Unit that moves onto a beach May ignore first . Infantry only. Unit must stop.
hex may only move 2 hexes. No dice modifier on same
range of mountains. Infantry battles out at -1d.
May still take ground and May remove instead of battling.
Artillery range 3,3,2,2,1,1,1.
armor overrun. FACTORY -1 -2 -2 RADAR STATN -1 -2 -2
* Attack from below or not on same range. BRIDGE, ROPE BRIDGE
FOREST -1 -2 Unit must stop. Unit must stop.
Units on same mountain range. Allows entry to river hex.
Unit must stop. No battle on entry. May ignore first .
OCEAN

No battle on entry.

May move only 1 hex BRIDGE, PONTOON
(on LC or in shallow waters). SUPPLY DEPOT
Impassable for retreat moves.
FORTRESS -1 -2 Allows entry to river hex.
No battle. Infantry only (artillery fixed). No restrictions. Construct: Play attack card but order
HEDGEROW -1 -2
Battle: Either side benefits from

no units; instead place bridge on a
No restrictions.
Unit must stop.
RIVER, WATERWAY defensive modifier, may river hex in the card’s section.
Units may only enter from ignore all .
Impassable except over BRIDGE, RAIL
or exit to adjacent hexes. bridges.
May still take ground.
No restrictions.
HOSPITAL TOWN,VILLAGE -1 -2 -2 Allows entry to river hex. Armor
No battle on entry. and artillery must stop on entry.
No restrictions. Unit must stop.
Fordable streams: Unit may enter Armor may take ground and
HILL -1 -1 but must stop (may still take ground No restrictions. No battle on entry. armor overrun.
and armor overrun).
No movement restrictions, but
movement up onto a steep hill
RAIL STATION -1 -2 -2
RIVER FORD/ FORDABLE RIVER
is a 2 hex move. Unit must stop.
Allows entry to river hex. HQ & SUPPLY TENTS
Dice modifiers only apply to
Unit must stop. No battle on entry.
units attacking from lower No restrictions.

terrain. Unit battles out at -1d.
No restrictions. FORTIFICATIONS
Units on same hill feature. RAILROAD TRACK

BUNKER -1 -2
FLOODED FIELDS LOCATIONS Armor and artillery must stop.
Infantry only (artillery fixed).
LABOR CAMP -1 -2 -2 Armor may take ground and
Any open countryside hex can be a
flooded field hex. High ground, hills,
AIRFIELD
Only original owner benefits
armor overrun.
Unit must stop. from modifiers and may
roads, railways or towns are standard ignore first . Artillery no
hexes. No battle on entry. retreat.

ROAD
Unit must stop. May only Field Bunker: either side benefits.
enter from or exit to adjacent If on road entire move may
hexes. move 1 additional hex.
LIGHTHOUSE -1 -2 -2 HEDGEHOGS
Armor may not battle on entry BARRACKS -1 -2 -2 Road on hill
Infantry only.
or exit. May take ground into Unit must stop.
Unit must stop.
hex but not armor overrun.
No battle on entry. May ignore first . ROAD BLOCK -1 -1
No battle on entry.
LAKE
Infantry only. Unit must stop.
Impassable.
SANDBAGS -1* -1*
May ignore first .
Sighting across 2 or more CEMETERY
PIER Remove when unit exits hex.
adjacent lake hexes.
No restrictions. May only move onto pier from Protects all sides. TRAINS
land or beach (not ocean) hex. May ignore first .
Order as single unit up to 3
May ignore first .
MARSH * Countryside or beach hex only. hexes along empty tracks.
Retreat back along track.

Units must stop. No artillery. WIRE May ignore first . Hit on .
May only exit to adjacent
hexes.
CHURCH -1 -2 -2 POWER PLANT -1 -2 Wagon destroyed on 3rd hit,
Unit must stop. locomotive on 4th hit.
Armor may not battle on entry Unit must stop. Unit must stop. Armor removes on entry. Then take victory medal.
or exit. May take ground into No battle on entry. No battle on entry. Infantry may remove wire or Armored trains: 1 artillery on wagon. Train may
hex but not armor overrun. May ignore first . May ignore first . battle. Infantry battles out move and artillery may fire. Artillery destroyed when
at -1d. wagon destroyed.

Blowing up bridges: Either play a matching section
FISH PONDS ERGS, RIDGES -1 -1 Combat cards that increase the number of dice
EASTERN FRONT rolled are cumulative when played on the same
card (do not draw new card) or play matching
section card and roll 2 dice; removes bridge
Russian Command Unit must stop. No artillery. Unit must stop. ordered unit(s).
(draw new card).
The Russian player must place a May only exit to adjacent hexes.  here is no limit to the number of combat cards a
T
Modifiers only apply to units
command card under the Commissar player may hold or the number of combat cards you Collapsible rafts & boats: Infantry only may move
Infantry no battle on entry. attacking from lower terrain.
chip: this is the card they will play may play during your, or an opponent’s, turn. on rivers and waterways, but must stop. Battle out
Armor moving in/out cannot
next turn. Units on same hill feature. at -1d and may not retreat. Boats are lost after
battle. Armor may take ground A player may only draw a new combat card from the disembarking.
In lieu of playing this card in a turn, the Russian but not armor overrun. deck at the end of a turn in which they have played
ESCARPMENT
player may choose to play from their hand a Recon a Recon command card (not a Recon in Force). Camouflage: Unit may only be targeted in a close
1 or a Counter-Attack command card. JUNGLE -1 -2 Impassable.
assault. Camouflage is lost if unit moves or battles.
When a Their Finest Hour command card is played,
They may also play the Ambush card from their Unit must stop. reshuffle the discards and draw pile together to Capture HQ/Supply Tent: The owner of the captured
hand as per the standard rules. form a new draw pile. HQ/Supply Tent immediately loses 1 random
Infantry or armor that move command card. If owner reclaims hex, replenish
into jungle from an adjacent Buildings include all towns, villages and any other
CITY RUINS -1 -2 hex may still battle.
man-made landmarks or urban constructs.
hand.
May still take ground and Capturing equipment: Unit capturing a specified

Infantry only.
Unit must stop. armor overrun. DESERT When a card refers to spare figures, these must
come from figures that were not initially deployed
hex (and ending its move there) picks up a
Armor Overrun: On a successful close assault, token representing the equipment. If the unit is
No battle on entry. at the start of battle or from figures lost in fighting.
RICE PADDIES armor may move into the vacated hex and may eliminated, the equipment stays in the hex where
May ignore first . A card that refers to a full strength unit may not the unit was killed.
then move 1 additional hex, then battle again.
Unit must stop. No artillery. be played that way unless there are enough spare
Destroy supplies: Destroying the Supply Depot
DRAGON’S TEETH May only exit to adjacent
OASIS -1 -1 figures available to deploy the unit at full strength.
using sabotage rules reduces movement of all
hexes. In Overlord mode, a Field General may only play
Infantry only. enemy armor by 1 hex.
Unit must stop. a combat card on a unit they order. Combat cards
Unit must stop. Armor moving in/out cannot
played against enemy units may be played on Forward spotting artillery: If specified hex is
battle. Armor may not take Battle: May ignore first .
units taking actions against one of your units or occupied, artillery are big guns.
ground or armor overrun.
RAVINE against an enemy unit that starts in or ends in the Freeing prisoners: Unit capturing a Fortress,
Infantry only. ? CAVES -2 -2 battlefield section under your command. Prison Camp, or specified hex picks up a token
WADI, GULLY -1 -1 -1 Combat cards that feature the Bitter Resistance representing prisoners. If the unit is eliminated, the
May ignore first . Only Japanese infantry prisoners are lost.
symbol may be played as written or as a Bitter
may use the caves as a Can move through open ends Resistance action: the unit you play it on may Heroic leader: token is leader added to an
defensive position. Impassable only. Impassable through sides.
ignore a rolled against it. infantry unit. Unit may ignore first , battles at
to armor and artillery.
Infantry and armor battling +1d. When unit eliminated roll 2d: is rolled
RIVER, FROZEN Japanese units ignore all . into or out must be adjacent Camouflage
leader lost (victory medal), otherwise move him to
to target. A camouflage token may be used to mark units
Moving or retreating units roll nearest friendly infantry unit.
LoS same as underlying terrain. with camouflage. tokens may also be used.
2d: lose 1 figure for each . Hospital recovery: Ordered infantry unit on Hospital
You may only target a camouflaged enemy unit in
Special rules: Japanese infantry may move between
any cave hexes as a full move. If no enemy is
WINTER WAR close assault combat. If a camouflaged unit moves, with no adjacent enemies may recover figures. Unit
retreats or battles, remove its camouflage token. may not move or battle this turn. Roll 6d: for each
adjacent, Allied infantry on the hex may seal a Winter weather matching symbol or , recover 1 lost figure of
cave by rolling close assault dice: if is rolled it Armor and vehicle movement is reduced to 2 hexes
TRENCHES -1 -1 is sealed (turn hex over). max unless the entire movement is on a road, in
CASTLE -1 -2 -2 that unit.

which case it may move 1 additional hex (max Oasis recovery: Ordered infantry unit on Oasis with
Unit must stop. Unit must stop.
3).Taking ground and armor overrun are permitted. no adjacent enemies may recover figures. Unit may
No artillery.
MEDITERRANEAN THEATER  oth Allied and Axis forces only roll 1d when the
B
No battle on entry. not move or battle this turn. Roll 1d per command
Infantry may ignore first . card; for each matching symbol or , recover 1
Armor may not battle while in
British Commonwealth Command Air Power command card is played. lost figure of that unit.
trenches. A BC ground unit that survives an enemy’s close
assault (even an armor overrun, but not an Reduced visibility Paradrop: Drop figures from a box side height.
ambush) without retreating and is down to a single Dice symbols rolled that match a unit being Figures landing on impassable or occupied hexes or
BLITZ
PACIFIC THEATER figure may immediately battle back with a single
battle die (ignore all terrain restrictions).
targeted only score hits when battling that unit in
close assault, from an adjacent hex. Allied armor may only move up to 2 hexes.
off board are removed at no medal cost. Add figures
to form a full unit to those that land successfully.
Japanese Army Command No move or battle that turn.
Japanese infantry always ignores the first . When Italian Royal Army Command hit, cause retreat, and units or cards that Axis player may play a Recon 1 card as an
in a position that already ignores the first , they Start battle with 6 command cards; each time a hit on hit, all as normal. The Barrage command Air Power card in that section (at least 1 Radar alert: Opponent must give 1 turn advanced
ignore the first 2 . unit is lost, one random card is discarded, to a card is played as normal, with matching target target hex must be in the section). notice to play an Air Power card (it must be played).
minimum of 3. Ground units may retreat 1, 2 or symbols still scoring hits.
When carrying out a close assault, Japanese Sabotage: The landmark can be demolished if
3 hexes for each flag rolled against them. Artillery
infantry may move 2 hexes and still battle. If at Winter combat cards occupied. Roll 2d to obtain required number of .
full strength they receive +1d in a close assault.
units may ignore 1 .
Shuffle the Winter combat deck and deal 2 cards ACTIONS If landmark is captured before sabotage complete,
restart count.
COASTLINE (DESERT) to each player before the start of battle. Or deal 1 Air strikes: May play any Recon 1 card as Air
US Marine Corps Command card to each Field General, if playing in Overlord Power. At least 1 target hex must be in the Reinforcements: If there is no enemy on the airfield
When a Section card is played, 1 extra unit Movement is 1 hex, except mode. Place the remaining cards in a deck next to designated section. use one order from Direct from HQ and place
may be activated. All Tactic cards that normally when on a landing craft. the deck of command cards. infantry unit (cannot move or battle that turn).
Armor breakthrough: During one turn, may order
activate 1-4 units activate 2-5 units instead; those A unit cannot retreat on or
Combat cards may be played during any turn, in new Armor units onto board through opponent’s Supply train/reinforcements: Units may disembark
that activate 1, activate 2. from a coastline hex, except
addition to the play of a command card to enhance baseline. Stop on baseline hex; may battle and take from a supply train adjacent to a station. They
when on a landing craft.
When Counter-Attacking, the Marine player a units’ actions. Otherwise, text at the bottom of ground this turn but not armor overrun. Retreat may not move or battle that turn (or battle while
activates 1 more unit than a Japanese opponent. No battle. the card details when the card is played. towards controlling player’s baseline. on train).
NIGHT ATTACKS BEACH LANDING EQUIPMENT MOBILE ARTILLERY HALF-TRACK 1-3 2 2 PATROL CAR 1-3 3 2 1

Place a token on the 1 space of the Night


3 3 2 2 1 1 Up to 2 hexes and battle. Up to 4 hexes.
Visibility chart. At the start of each of their turns
LANDING CRAFT 3 3 3
1 hex and battle or up to May only take ground on a May only take ground on a
the Allied player rolls 4 dice: for each rolled, Up to 2 hexes in ocean and successful close assault. successful close assault.
2 hexes and no battle.
move the token 1 spot upwards. Visibility and firing shore hexes. May retreat. Treated like infantry.
range improve as indicated. Ignore line of sight. hit armor and vehicles.
Remove when landed on
Ignore terrain modifiers. Enemy hits on or . When rolling vs a patrol car ignore the results and
All combat is limited to close assault on adjacent beach and leave unit. Retreat up to 2 hexes per . reroll those that would have hit infantry. If at least
hexes.
Unit may not battle while SCREAMING MEEMIES 3 half-track figures must be eliminated (not removed
one reroll is a , the car is lost. Ignore all other
When the token reaches 6 (full daylight) normal in LC o r the turn they land. results.
combat visibility conditions resume.
3 3 2 2 1 1 when re-supplying) to score a victory medal.
If the unit carried is eliminated, LC is immediately A destroyed unit provides opponent a medal.
removed from the board (no victory medal). Re-Supply: A half-track adjacent to a weakened
Until daylight is reached, Air Power and Barrage 1 hex or battle. friendly ground unit (formed of more than a

tactic cards may only be played to order 1 unit of single figure), may re-supply it during the battle
the player’s choice. CHURCHILL TANK 3 3 3

Ignore line of sight.
Ignore terrain modifiers. phase instead of battling. Both units may move
COMBAT CARDS
Up to 3 hexes and battle. Does not receive terrain beforehand; none can battle. When combat rules are in effect, shuffle the
combat deck and deal 2 cards to each player before
BATTLEFIELD HAZARDS May take ground on a
protection when targeted. For each half-track figure removed from its unit,
the start of a standard battle. Or deal 1 card to
May choose shells fired during a turn: one figure is returned to the adjacent weakened
successful close assault. each FG, when playing in Overlord mode.
MINEFIELD Incendiary: Targets cannot ignore any rolled vs
unit (up to its original number). More than one unit
may be re-supplied from the same half-track unit. Combat cards may be played during any turn, in
Assault bridge: Instead of battling, may place bridge them. addition to the play of a command card. Those
over an adjacent river hex and move onto it in the See the Equipment Pack rules for additional rules.
Smoke: See Battlefield Hazards. that increase the number of battle dice rolled are
same turn. The bridge may only be used once. cumulative in effect, when played on the same
Set all tokens with picture side up, mix them, and Units must stop when moving onto a smoke hex.
ordered unit(s).
place a random token on each minefield hex. Bobbin: May ignore move restrictions of beach,
marsh and hexes containing wire. Wire is removed
-1d vs a unit on a smoke hex, and -1d when VEHICLES There is no limit to the number of combat cards
battling from one.
Unit must stop. Enemy unit entering when moving onto or through the hex. See the Equipment Pack rules for additional you may hold or the number you may play during
flips token to reveal strength. If 0 remove Smoke hex blocks LOS (units in the hex terrain, command card, and actions considerations.
Fascine: May ignore move restrictions of fords and yours, or an opponent’s, turn.
counter, otherwise: may be seen and see), even for artillery.
trenches. You only draw a new combat card from the deck at
Roll number of dice equal to strength. Hits on COMMAND CAR the end of a turn in which you have played a Recon
Mine digger: Must stop when entering a minefield.
a unit symbol or . ignored. Token stays command card (not a Recon in Force).
The minefield is removed (without detonating); the Up to 3 hexes.
numeral up. No effect on retreating units.
unit may still battle. ARMOR
Once played, they are discarded next to the combat
Cannot battle.
Petard mortar: Battle at +1d when in close assault FLAMETHROWER TANKS card deck. If the deck is ever depleted, shuffle the
SMOKE SCREEN against a unit in a bunker. On a , apply damage
hit armor and vehicles. discards to form a new draw pile.
to the unit normally and remove the bunker; if
3 3 3
Retreat up to 2 hexes
Place smoke screen tokens on 3 adjacent When a Their Finest Hour command card is played,
contiguous hexes. Flip when turn is both are removed unit may take ground and close per .
Up to 3 hexes and battle. reshuffle the combat card discards and draw pile
over, then remove after second turn. assault. An empty bunker may be targeted in close Treated like infantry. When a section card (not tactic) together to form a new draw pile.
assault: on a remove it. May armor overrun on a is played in its section, may activate 1 more unit.
No restrictions. Unit may be seen and see Buildings includes all towns, villages and any other
successful close assault.
out of the hex. When ordered by Recon 1, may secretly choose 1 man-made landmarks or urban constructs.

In close assault, terrain command card from the discard pile (instead of
ARTILLERY dice reduction is 1 max. drawing 2 command cards from the draw pile).
Spare figures must come either from figures that
were not initially deployed at the start of battle or
WARSHIPS BIG GUNS TANK DESTROYER When rolling vs a patrol car ignore the results and from figures lost in fighting.
A warship may be targeted: one hit is scored for reroll those that would have hit infantry. If at least 1
3 3 2 2 1 1 1 1 2 2 2 2 If a card refers to a full strength unit, it may not
each . When a third hit is scored, the attacker reroll is a , the car is lost. Ignore all other results. be played that way unless there are enough spare
receives the warship counter and 1 victory medal. figures available to deploy the unit at full strength
A warship ignores first . It retreats 1 ocean hex
1 hex or battle.

Up to 2 hexes and battle. SUPPLY TRUCK 1-3 (ie with the same number of figures the unit would
for each , or takes damage as usual. Ignore line of sight. May only take ground on a have had if deployed at the start of battle).
Up to 2 hexes.
Ignore terrain modifiers. successful close assault. Up to 4 hexes if entire In Overlord mode, a FG may only play a combat
AIRCRAFT CARRIER
hit armor and vehicles. move is on road. card on a unit he orders. Those that are played
3 crosshair markers with unit. Place a marker on Retreat up to 2 hexes per . against enemy units may be played on enemy units
1 or 2 hexes in ocean, Cannot battle.
each hit target (that did not retreat). Until moved that are taking actions against one of your units or
but may not move into If it does not move, ignore target terrain battle Treated like infantry.
or destroyed, or big gun moves (in which case against an enemy unit that starts in or ends in the
ocean spaces adjacent to protections (and any building terrain battle When rolling vs a truck score 1 hit for each or
return marker), marked units take fire at +1d (not battlefield section under your command.
a beach hex. restrictions on itself). Any non-infantry unit scores rolled.
cumulative) in future rounds from big guns and Street fight (Stalingrad): A combat card with the
a hit on a tank destroyer on .
destroyers. 3 truck figures must be eliminated (not removed the street fight symbol can be played as written or
DESTROYER 3 3 2 2 1 1 1 1 when re-supplying), to score a victory medal. as a street fight action. One ordered unit in, or next
HEAVY ANTI-TANK GUN TIGER 3 3 3
As above. Re-supply: A truck adjacent to a weakened friendly to, a building hex may close assault with +1d.

3 crosshair markers.
2 2 2 2
Up to 2 hexes and battle. ground unit (formed of more than a single figure) When combat cards specifically tied to one side are
May armor overrun on a may re-supply it during the battle phase. Both units drawn by a commander of the opposite camp, they
Place a marker on each
1 hex or battle. may move beforehand; none can battle. may only be played as a street fight.
target hit (that d
id not successful close assault.
retreat). Requires line of sight. For each truck figure removed from its unit, one Bitter Resistance (Winter War): A combat card with
Ignore terrain modifiers. When rolling vs a Tiger, ignore the results and reroll figure is returned to the adjacent weakened unit (up the the bitter resistance symbol can be played as
Until moved or destroyed, marked units t ake fire at
those that would have hit. If at least one reroll is a to its original number). More than one unit may be written or as a bitter resistance action. The unit you
+1d (not cumulative) in future r ounds.
hit armor and vehicles.
, the tank is destroyed. Ignore all other results. re-supplied from the same truck unit. play it on may ignore a rolled against it.
STANDARD POLAND SNIPER 1 1 1 1 1 MORTAR: LATE WAR AIR RULES
Up to 2 hexes and battle. 3 2 1
INFANTRY 3 2 1 POLISH CAVALRY 2 1 FIGHTER
May battle on entering Up to 1 hex and battle or
Up to 1 hex and battle or Move: Up to 3 hexes and battle. hexes where other troops 2 hexes and no battle When deployed, fighters have 9
2 hexes and no battle. machine gun ammo markers.
Battle: May armor overrun on a cannot. Ignore LOS and terrain
May take ground after a successful close assault. May target enemy infantry (incl. vehicles considered modifiers. This air unit may move up to 4 hexes
successful close assault. and has a dogfight value of 3.
Treat as infantry for ordering and infantry) or artillery, no target terrain reduction. When it does not move, may fire on a target 4 hexes
armor for movement and combat. If adjacent to an enemy unit must attack (if armor, away, rolling 1d.
ARMOR 3 3 3
move before firing). No national abilities. FIGHTER-BOMBER

Up to 3 hexes and battle. Hits on unit symbol, or . Only hit on a VICTORY CONDITIONS When deployed, fighter-bombers have
May Armor Overrun on a ITALY (except when a hits infantry). Retreats up to 3
hexes per . Awards no victory medal. Temporary medal objective: The medal in this
both ammo types: 3 machine gun
ammo markers and 3 bomb markers.
successful CloseAssault.
objective hex is captured only as long as a unit It can use either type or both when on
Elite:
ROYAL ARMY 3 2 1
of the appropriate side holds the hex. If the unit an attack run.
Italian High Command: Start battle with 6 vacates the hex for any reason, the medal is
ARTILLERY 3 3 2 2 1 1 Command cards; each time a unit is lost, one SPECIAL WEAPON ASSETS immediately lost and placed back in play in its
This air unit may move up to 4 hexes and has a
dogfight value of 2.
random card is discarded, to a minimum of 3. A SWA figure is placed with unit and removed when original position.
1 hex or battle.
last figure lost (not counting as an additional victory
Ignore line of sight.
Motorized Divisions: Ground units may retreat 1, 2
medal). An infantry unit with a SWA is treated as
Temporary majority medal objective: The medal for BOMBER
or 3 hexes for each flag rolled against them. this group of objective hexes goes to the side that
Ignore terrain modifiers. infantry, but the unit may not Take Ground. has units in an absolute majority of these hexes, and When deployed, bombers have 6
ARTILLERY 3 3 2 2 1 1 is held as long as it retains absolute majority. The bomb markers.
ANTI-TANK GUN: EARLY WAR medal is immediately lost and placed back in play This air unit may move up to 4 hexes
FRANCE
1 hex or battle. 3 2 1 when a side no longer has absolute majority. This and has a dogfight value of 1.
Ignore line of sight. objective cannot be claimed with strategic bombing.
FRENCH ARMY 3 2 1 Ignore terrain modifiers.
Up to 2 hexes or battle.
Temporary majority medal objective (turn start): The AMMO TYPES
May ignore 1 . medal for this group of objective hexes goes to the
Up to 1 hex and battle or Also hits armor on . MACHINE GUN
side that has units in an absolute majority of these
2 hexes and no battle. Roll 1 die per marker (ignore all terrain
hexes at the start of its turn. It is held through the
May take ground on a battle die reductions), score a hit for
turn as long as the side has absolute majority at the
ANTI-TANK GUN: LATE WAR each icon of the targeted unit rolled.


successful close assault. SPECIALISTS start of a turn. The medal is lost and placed back in
Furia Francese: A standard French infantry unit 3 2 1 play when a side no longer has absolute majority at are not hits when rolled for machine
that successfully eliminates an enemy unit or SPECIAL FORCES 3 2 1 the start of a turn.This objective cannot be claimed gun ammo.
Up to 1 hex and battle or with strategic bombing.
forces it to retreat following a close assault may BOMB
Up to 2 hexes and battle. 2 hexes and no battle.
take ground and not battle OR stay in place and Permanent medal objective: The medal in this Roll 1 die per marker (ignore all terrain
make a second close assault attack against another May take ground after a When it does not move, objective hex is captured and permanently gained battle die reductions), score a hit for
adjacent enemy unit. This second assault is 1d, successful close assault. also hits armor or vehicle the moment a unit of the appropriate side enters
each icon of the targeted unit and
ignoring any terrain reductions. May take ground on . this hex. The medal is not returned or put back in rolled.
following second attack, but may not do more than play, even if the unit later vacates this hex.
one Furia Francese close assault this turn. BRANDENBURGERS MACHINE GUN: EARLY WAR
3 2 1
Permanent medal objective (turn start): The medal AIR SUPERIORITY
FRENCH RESISTANCE
+ 3 2 1 in this objective hex is captured and permanently
gained when the appropriate side occupies the hex at Front ’39 ’40 ’41 ’42 ’43 ’44 ’45
3 2 1 If hit, opponent re-rolls 1d. Up to 2 hexes or battle. the start of its turn. The medal is not returned or put
On , enemy figure
back in play, even if the unit later vacates this hex. West Axis Axis Axis Axis Axis Allies
Allies
Up to 1 hex and battle or removed, casualties apply. Also hits infantry on .
2 hexes and not battle. Pacif Axis Axis Axis Axis – – –
If no , no casualties. Last to occupy medal objective: The medal in this
objective hex is captured the moment a unit from
May battle on entering When ordered to battle, remove enemy figure from East Axis Axis Axis Axis – Allies
Allies
either side occupies this hex. The unit may vacate

hexes where other troops within. If no enemy figure, Brandenburgers act like MACHINE GUN: LATE WAR the hex, but the victory medal is still held as long
Med – Axis Axis – – Allies
Allies
cannot. Special Forces.
3 2 1 as an enemy unit does not occupy the objective
Retreat 1-3 hexes per . hex.
ENGINEERS 3 2 1 Up to 1 hex and battle or
2 hexes and no battle Sole control medal objective: The medal for this
In close assault ignore group of objective hexes goes to the appropriate
FINLAND terrain reductions.

When it does not move,
also hits infantry on .
side when it has at least one unit that occupies
May battle on wire (still any of these objective hexes and the enemy does
SKI TROOPS 3 2
-1d) and remove wire on not occupy any of them. The medal is held as long

MORTAR: EARLY WAR as a unit of the appropriate side occupies one of
Up to 3 hexes and battle. same turn.

In minefield must clear mines instead of battling.
3 2 1 these hexes and the enemy does not occupy any of
May battle on entering these hexes.
If ordered on Infantry Assault, may move 2 hexes Up to 2 hexes or battle.
hexes where other troops Sudden death objective: As soon as the designated
and remove wire or clear mines.
cannot. side fulfills the sudden death conditions, the game
Ignore LOS and terrain
Retreat up to 3 hexes per . modifiers. ends and that side wins.

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