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Player Aid Update 3-14-09
Player Aid Update 3-14-09
DODGE WC-63 TRUCK ANTI-TANK GUN (SWA) MORTAR (SWA) BRANDENBURGERS DEPLETED UNIT
Move: May move 3 2 1 3 2 1 COMMANDOS Weakened or
0-2; +2 on Roads. depleted units.
Ordered as Infantry Move: May move 1-2 Move: May move 1-2 3 2 1 Don’t count as
hexes -OR- battle hexes -OR- battle medals unless
Battle: May not Move: May move 0-2 hexes noted otherwise
battle. Hit like Battle: Battles like Battle: Battles like and battle.
Infantry. May re- normal infantry except normal infantry except Move: Normal
supply adjacent Star hits Armor. May ignore terrain Battle: If ordered to battle, as per unit.
units 1/1. Supplied not Take Ground protections. Ignore remove Allied figure; becomes
units may not battle Line Of Sight. May not 3 figure unit. When hit, attacker Battle: Normal
Take Ground re-rolls 1 die. Infantry rolled, all as per unit.
hits are counted. Any thing else
rolled, no hits are counted.
All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
TOWNS -1 -2 FOREST -1 -2
Memoir ’44 Move: Units must stop. Move: Units must stop.
base game
Battle: No battle on entry. Battle: No battle on entry.
-2
2 2
HILLS -1 -1 STEEP HILLS -1 -1 CLIFFS & BLUFFS -1 -1
Move: Requires 2 hex move to Move: Requires 2 hex move to get
onto from Beaches. Infantry only.
Battle: Dice reductions only get onto. 1 hex to move down
apply to units attacking from Battle: Dice reductions only apply to
lower terrain Battle: Dice reductions only units attacking from lower terrain. Cliffs
- cannot Take Ground from beach
apply to units attacking from
1 lower terrain 1 Units on same Cliff and height
1 Units on same Hill feature Units on same Hill feature or height
Battle: No battle on entry TP pg. 8 Boats: Allows Infantry entry to 1 Option 2:Play Section card matching Bridges
section without ordering units. Roll 2 dice - a
River hex. Units must stop. May battle out
2 1 at -1. May not retreat - Loses boats on exit Star blows Bridge. Replace card normally.
Move: When Locomotive is at Station, Move: Train can move up to 3 hexes and Artillery can
Battle: Ignore 1 flag. Hit on still fire
units may de-train into hexes next to Train
Grenade. Wagon destroyed tiles; units may not battle on disembarking
on 3rd hit, Locomotive on 4th. Battle: Artillery fires as regular. Artillery is destroyed
Battle: Cannot battle from Train with Wagon (3 Grenade hits)
HEROIC LEADER A Battle Star token may represent the Heroic Leader. When in command of an Infantry unit,
Heroic Leader allows the unit to ignore 1 Flag and inspires his men, giving them +1 Battle die when in combat. If the unit is
eliminated, roll 2 Battle dice. If a Star is rolled, the Heroic Leader was killed, giving 1 Victory medal to his opponent. If no Star
is rolled, he survived. Move the Battle Star token to the nearest friendly Infantry unit, which now enjoys the benefits.
AID KEY: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check
All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
BARRACKS -1 -2 CEMETERIES CHURCHES -1 -2
Move: Units must stop.
Move: Units must stop Battle: Unit may ignore 1 Flag
Battle: No battle on entry.
Battle: No battle on entry Ignore 1 Flag
-2 -2
2 0 2 TP Pg. 8 Spotting - Use Recon 1
for Air Sorties or Air Power
LAKES MARSHES
Move: Units must stop. Exit HIGH GROUND
adjacent. Impassible to Artillery
Move: Impassable. Move: Refer to Flooded
Fields below.
Battle: Armor may not battle on
Sighting across 2 or more adjacent entry or exit - May Take Ground
1 1 into, but no Armor Overrun 0
FLOODED FIELDS In Flooded field scenarios, any hex that is open Move: All units must stop - may only enter and exit adjacent
Countryside is considered a Flooded Field Hex. High
Ground, Hills, Town Hexes, Roads, and Railroads are Battle: Armor may not battle on entry or exit - May Take Ground into,
1 considered dry ground for game purposes. but no Armor Overrun
TOWNS -1 -2
MINEFIELDS
Move: Unit must stop. Enemy must flip mine to reveal Move: Units must stop.
strength. If 0, remove. If other, see battle
Battle: No battle on entry.
Battle: Roll dice equal to value of mine; unit symbol and
grenade score hits, ignore all other symbols. Retreating -2
1 does not trigger mines 2
OASIS PALM FOREST WADIS -1 -1 -1
-1 -1 -1 -2 & GULLIES
Move: Unit must stop Move: Units must stop
Move: Enter through open
end only; sides impassable
Battle: Ignore 1 flag. Battle: No battle on entry
TP pg. 3 Recover: An ordered Battle: Infantry and Armor
1 Infantry unit on hex recovers figures
as per Medics and Mechanics 2 1 attack from adjacent only.
Units in Wadis =
Armor Overrun rules are amended as follows; On a successful Close Assault, an ordered Armor
NORTH AFRICAN DESERT RULES unit may move into the vacated hex and may then move 1 additional hex; it may then battle again.
AID KEY: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check
All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
FIELD BUNKERS -1 -2 DRAGON’S TEETH
Move: Infantry only. Infantry may
enter Bunker and battle Move: Infantry only -
Eastern Front Units must stop
Battle: Either side may benefit
from Defensive die reductions & Battle: No restrictions
2 Ignore 1 Flag 1
Battle: No battle on entry Battle: No battle on entry. Ignore Battle: No battle on entry
-2 1 Flag
2 2 2
RAVINE MARSHES FROZEN RIVER
Move: Must stop - Exit adjacent
Move: Infantry only - No Artillery Move: Advancing or Retreating
units roll 2 dice. Lose 1 figure for
Battle: Ignore 1 Flag Battle: Armor may not battle on each Star rolled
entry or exit - May Take Ground
1 = Units in Ravine
1 into, but no Armor Overrun 1
FACTORY -1 -2 TRENCHES -1 -1 CAMOUFLAGE
Move: Unit must stop.
A Camouflaged unit may only be targeted
Move: Units must stop Impassable to Artillery in Close Assault.
Battle: No battle on entry Battle: Infantry may ignore 1 A unit loses its Camouflage if it battles or
-2 1 Flag. Armor may not battle while moves. Remove the token. Unit returns to
2 on hex
normal.
BLITZKRIEG
RUSSIAN COMMAND RULES Move: Allied Armor can only move
up to 2 hexes and battle
The Russian player must place a Command Card under the Commissar Chip. This is the card he
will play next turn. Battle: Axis player can make Air
Strikes with Recon 1 cards; play as
In lieu of playing the Command Card already committed under the Commissar Chip, the Air Sortie for that section if Air Rules
Russian player may choose to play from his hand, Recon 1 or Counter-Attack. The in effect. At least one targeted unit
Command Card stays under the Commissar Chip until it is used next turn. must be in the section ordered;
planes must enter battlefield in
The Russian player may also play Ambush from his hand as per the standard rules section ordered
Move: Units must stop PT pg. 5 Healing: An Infantry unit on PT pg. 5 Supply: If the enemy
Hospital hex may recover figures captures your HQ & Supply hex, they
unless there is adjacent enemy unit. choose 1 card at random from your hand to
Battle: No battle on entry. Same as Medics & Mechanics but roll 6 discard. Play with 1 less card until you
-2 dice. May not move or battle same turn they recapture hex. Then draw card to replenish
AID KEY: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check
All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
US MARINE CORPS IMPERIAL JAPANESE ARMY
Gung-Ho! Yamato Damashi Spirit - Infantry must ignore 1 Flag. If
Order 1 more unit than indicated on any Section card played. terrain protects from 1 flag, Infantry must ignore 2 flags.
All Tactic cards that activate 1-4 units, now activate 2-5 units. When in caves, ignore all flags.
Marines counter-attack with +1 ordered unit against Seishin Kyoiku Doctrine - Infantry with 4 figures, in Close
Japanese Command cards. Opposite not true. Assault battle with +1 die.
No effect on Air Power, Air Sortie, Artillery Bombard, Banzai War Cry - Infantry may move 2 hexes to combat into
Barrage, Close Assault, Infantry Assault and Their Finest Close Assault.
Hour.
Rules
NIGHT ATTACKS
CAPTURING EQUIPMENT
When Capturing Equipment rules are in
REINFORCEMENTS
Each turn the Allied
player rolls 4 dice. Each effect, a Battle Star represents Refer to Airfields in the Terrain Pack section
Star increases visibility. equipment. To pick it up, the
When full daylight is capturing unit must end on the BLOWING UP BRIDGES
reached, set chart specified hex. If a unit with equipment
is eliminated, the equipment is left in the Refer to Bridges in the Base Game section
aside; normal visibility
resumes. hex where the unit was killed.
KAMIKAZE RESCUE
Special Action: Airplane dives onto an adjacent Special Action: Airplane may be used to remove
enemy ground unit or ship. Roll 2 dice and ignore 1 adjacent friendly Infantry unit (with 1 figure
terrain dice reductions. Any hit eliminates the remaining) off the board at no Medal cost.
whole unit; Flags and Stars are ignored. Plane is
removed from board; if any Grenade was rolled, Airplane’s Air Sortie is over and is also removed
plane becomes a medal for opponent. from the board at no Medal cost.
AID KEY: = Blocked Line of Sight = Clear Line of Sight = Scenario Specific Ref. = Air Rules = Airplane Special Actions
All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
ERGS & RIDGES -1 -1 COASTLINES
Move: All movement is limited
Move: Units must stop.
Mediterranean to 1 hex unless on a Landing
Craft. Cannot retreat onto but
Theater Battle: Dice reductions only can move onto by choice.
apply to units attacking from
lower terrain.
2 2 Battle: Units cannot battle
Units on same feature
All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.