Memoir '44: Campaign Book Volume 2
Memoir '44: Campaign Book Volume 2 Rulebook
Table of Contents
Table of Contents
Campaign Rules
A CAMPAIGN is a series of scenarios linked thematically and chronologically, designed to be played one after another. As you progress through the campaign, the players have several options available to them to press their advance or strengthen their defences.
The basic rules that follow explain how a campaign must be played. Individual campaigns may introduce additional elements of play or conditions specific to that campaign, but these will be included in the Campaign Notes.
The following pages explain everything you need to know about a Campaign. Once you have read them, you may head to the Pacific Theatre and play your first Campaign.
Starting a Campaign
Choose the campaign you wish to play and read carefully the Campaign Notes that accompany it. These notes include a historical overview of the campaign and a detailed list of the battles that can be played. They may also include special rules relevant to that particular campaign.
Take the number of Reserve Tokens assigned to your side, as indicated on the Campaign Sheet.
Caption: "Start with 2 Reserve Tokens" – the Allied player takes 2 Reserve Tokens for this campaign.
These game tokens form the so-called Strategic Reserve (commonly referred to as the "reserve"), from which Reserve Units can be activated during the course of the campaign. Once all players have taken their Reserve Tokens, set up the first battle as indicated in the opening scenario of the campaign.
Reserves
The Reserve Roll
After setting up a scenario, but before receiving your Command Cards, roll 2 dice to see which units, if any, the High Command wishes to assign to your battle.
For each unit symbol obtained, you may choose to exchange a Reserve Token from your Strategic Reserve for a unit of the type you just rolled (grenades are wild, allowing you to choose between an artillery, infantry or armor unit). We refer to this process as Activating Reserves.
Note: Stars and Flags are explained in "Special Reserve Rolls" on page 5.
You must carefully consider whether or not to activate the unit you just rolled. On the one hand, you may never roll a result like this again – and the opportunity to call up and deploy that type of unit; but on the other hand, you will only have a limited number of Reserve Tokens to exchange for units during the whole course of the campaign.
If you choose to use one of your Reserve Tokens to activate and call up one of your reserves, you must immediately discard one of the tokens and carry out one of the following actions:
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Deploy your Reserve Unit directly onto the battlefield.
Choose a unit that matches the symbol you just obtained and immediately deploy it onto a free hex of your Baseline (the first row of hexes on your side of the battlefield). If you choose this option, you must have enough figures to deploy a unit with all of its strength (4 infantry, 3 armor or 2 artillery, depending on the type of unit).
Example caption: "Having enough figures to deploy its unit, the Axis player sends his Panzers into battle."
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Deploy to the Waiting Area.
Place the Reserve Token face up in the Waiting Area and put a figure on it that matches the symbol obtained on the roll, to remind you of the unit type of this Reserve Token. The Waiting Area is the metal strip to the right of your Medal tray, next to the battlefield. This Reserve Token represents a unit that is prepared in Reserve and waiting to receive an order to be deployed onto the battlefield on a future turn.
Example caption: "This armor unit is prepared in Reserve, ready to attack if necessary."
Deployment
Direct deployment onto the battlefield
To deploy a Reserve Unit directly onto the battlefield, you must have enough figures of the required type immediately after setting up the scenario (owners of several games may freely use figures from their second box, if necessary).
You must deploy the unit(s) onto empty hex(es) of your Baseline. For this purpose, a free hex is one that contains no unit, but may contain (non-impassable) obstacles and terrain types.
If no free hex is available, or if there are not enough figures to form a complete unit, you simply cannot deploy it now – although you may alternatively choose to deploy the Reserve Token to the Waiting Area in the hope of deploying it later in the game.
The advantage of deploying the unit directly onto the battlefield is that you do not use any game order, since it happens before you receive your Command Cards, and then the battle begins!
Units and tokens in the Waiting Area cannot attack or be attacked until they enter the battlefield. Once they enter, they can never return to the Waiting Area!
Note that you are never allowed to deploy a unit from your Waiting Area outside of your turn. For example, you may not use an Ambush card to deploy a unit.
Deployment to the Waiting Area
During play, once you have enough figures produced by casualties, free figures, or figures from other units leaving the battlefield, you may spend and order the deployment of this unit from the Waiting Area onto the battlefield.
If you still do not have enough figures, you may continue to order the activation of a unit with reduced strength from the Waiting Area onto the battlefield during your turn. It will simply have fewer figures. You may not make the deployment directly onto the battlefield before the game begins, since these units must be complete.
Example caption: "The Axis player decides to deploy his armor even though it is not a complete unit."
To move a unit from the Waiting Area onto the battlefield, discard the corresponding Reserve Token and replace it with the figures that make up the unit. Activate your new unit normally, using an order to make it enter the board through an empty hex of your Baseline. If you order the new unit with a Section card, it must enter the battlefield through a free hex of that specific Section.
The unit may move and fight normally during the turn it enters the battlefield (subject to terrain limitations as always).
Example caption: "The Shermans enter the action!"
Example caption (Air Pack / Waiting Area order): "With a Direct Order card from the C.G., the Axis player orders two units that were already on the board and the two units that were on the Waiting Area. The infantry may fight since it only moved 1 hex, but the artillery cannot, since it can only move or fight in the same turn."
Special Reserve Rolls
In addition to the unit symbols (and grenades) obtained on a Reserve roll, you may also obtain the following results:
Star with a unit symbol: if you obtain a Star together with a unit symbol during the Reserve roll, the unit you activate may be upgraded to Elite type.
Unless explicitly stated otherwise, a tank becomes an Elite Armor Unit, with 4 tank-type figures instead of 3 if enough figures are available; an infantry unit becomes a Special Forces unit that can move 2 and fight, subject to the normal terrain limitations (Troops 2 – Specialized Units). Artillery cannot be upgraded using this method.
Place an Elite badge with the unit (or next to the Reserve Token if it is in the Waiting Area) to indicate the Elite status of the unit. Only one Reserve Token is used for the unit; Elite status has no additional Reserve Token cost.
Where appropriate, the Campaign Notes will specify which additional types of Elite units (Cavalry, Combat Engineers, Flamethrower Tanks, etc.) may be activated, including their game characteristics and identifying badges.
Double Star: if you obtain 2 Stars during the Reserve roll, you may use this roll to activate a single Elite Armor or Infantry unit of your choice, and at no Reserve Token cost!
Or, if you have the Air Pack, you may use the Double Star roll to receive an Air Exit / Air Power token for free (see Game Components on page 11), at no Reserve Token cost!
Flags: each Flag obtained gives one unit of your choice a sandbag defensive position (Terrain 10 – Sandbags), at no Reserve Token cost. Place a sandbag in the hex where the unit you wish to protect is located.
Flag with an infantry symbol: this roll allows you to place an infantry unit in Reserve, and allows you to place another unit already on the board behind sandbags.
Flag and Star: if you obtain a Star together with a Flag during the Reserve roll, you may gain access to a type of exclusive defensive position or upgrade specific to that campaign for some of your troops. In this case, the Campaign Notes will indicate which upgrade could be available. If there are no notes associated with this roll, ignore the Star and treat your roll as if it were simply a single Flag.
Example caption ("Special Reserve Roll"): "This Special Reserve roll allows the Axis player to place 2 wire obstacles adjacent to any of his units, at no Reserve Token cost."
Finally, individual Campaign Notes may also provide additional options for specific rolls.
Note: in scenarios in which all Infantry (or Armor) units for a given side are Specialized Units, there is no need to use badges to mark the Elite status of these units. If you introduce a standard infantry (or armor) unit from Reserve during the course of play, keep its token next to it, to differentiate it from its specialized brothers.
Winning a Battle
Once a battle ends, there are a number of simple but important scoring procedures to carry out before moving on to the next scenario of the Campaign.
Replenishing the Strategic Reserve
If you have won the scenario you have just completed, you have the opportunity to replenish your Strategic Reserve: you may immediately remove the Reserve Tokens located in the Waiting Area and return them to your Strategic Reserve.
The defeated player, on the other hand, loses any token associated with undeployed units that are in his Waiting Area. These tokens are immediately lost from the Strategic Reserve, without any benefit.
Recording and Tracking the Score
At the end of a scenario, write on the Campaign Sheet the number of medals that you and your opponent have won, including the Objective medals in your possession. Write in pencil in the appropriate box (Allies or Axis) in the section for the corresponding scenario.
In addition, for each Objective medal you hold at the end of the scenario, you must also mark the corresponding box on your Objective Track.
Example caption (victory card): "Allies win!" – "Play 'Matanikau River' next."
Example caption (Objective Track): after capturing some vital objectives during the campaign, the Allied player records the number of additional points indicated below the last mark recorded on the Objective Track.
The Objective Track
The Objective Track is designed to measure the degree of success or failure that each side achieves in capturing the campaign's objectives. The bonus will often go to the side that takes the offensive (the Attacker): by taking the offensive and capturing a certain number of objectives (geographic or of any other type), it earns additional victory points and can claim victory. The other side should obtain points by denying such objectives, or by capturing objectives of its own.
The Objective Track condenses this information and is adapted for each side and for the campaign being played.
Tracks as printed in the book: one track reads Objectives "none", then Points 0, 1 and 2, with a footnote: "If at least one of the objective medals was earned at Singapore, score 2 extra points." Another reads Points 0, 1, 2, 4 and 8. The book's caption says: "The Objective Track helps balance campaigns."
Victory Rolls
Between two battles in a campaign, a number of events may occur. Those of you who have bought the Desert/Winter board for Memoir '44 will recognise these events from that expansion, and will remember that they often favoured the winner but always added an element of uncertainty to the outcome of the war.
After setting up the next scenario but before any other action (such as the Reserve rolls for the new battle), do the following:
Each player rolls 2 dice plus 1 die for each battle won so far in the campaign (including the one just won, if applicable).
Starting with the player who moves first in the scenario about to begin, resolve the roll using the following Victory Roll Results table. Start with infantry and finish with grenades.
Example caption (Victory Roll): after winning a battle, and before starting the next, the Allied player rolls 3 dice, forcing his opponent to lose 1 infantry figure, 1 armor figure and 1 command card.
Victory Roll Results
- Infantry: your opponent must remove 1 infantry figure from an infantry unit of your choice.
- Armor: your opponent must remove 1 armor figure from an armor unit of your choice.
- Star: reduce by 1 the number of Command Cards your opponent will have at the start of the battle. His starting hand must always be at least 1 card. He draws 2 cards after each turn, until he equals the number of Command Cards indicated in the scenario notes.
- Special situation: when the Russian player has only 1 card in hand at the start of the game and the Political Commissar rules are in effect, that single card is placed under the Commissar token. At the end of the Russian player's turn, the Russian player draws 2 cards and must then place one card under the Commissar token. After the first turn of the Russian player, the normal Commissar rules apply.
- Flag: your opponent must retreat one unit of his choice by one hex. Units on the edge of the board that are forced to retreat instead lose 1 figure.
- Grenade: remove 1 figure from any of your opponent's complete units. You may not apply more than one Grenade symbol to a unit, and you may not apply a Grenade symbol to a unit with a single figure (sniper, aircraft, etc.).
Example caption (Grenade): an artillery unit cannot be destroyed before play begins, since it is not possible to apply more than one Grenade to a single unit. Instead, another unit also loses a figure.
Winning the Campaign
Once the final scenario of a campaign has been played, victory points are counted as follows:
- Total the Victory Points scored by the players in each battle of the Campaign.
- Add the number of Victory Points obtained from the Objective Track.
- Add bonuses, if any (see Air Aces).
Example caption (Objective Track): with 18 medals and 2 points on the Objective Track, the Allied player obtains a final result of 20 points.
Degree of Victory
The difference between the players' scores at the end of the campaign determines the degree of victory achieved:
- Tie: both players have failed in their mission, and are relieved of command by their respective General Staffs.
- Advantage of up to 3 Victory Points: the advantage is yours to press on. You have obtained a Minor Victory.
- Advantage greater than 3 Victory Points: the enemy is in total chaos. You have achieved a Major Victory!
- Double or more your opponent's score: congratulations, you have obtained a Decisive Victory, crushing your opponent and forcing him to surrender!
Grand Campaign Rules
Box printed on the Campaign Book page:
The Grand Campaign rules were designed to satisfy the demands of the most daring and aggressive generals. Use them to link several campaigns together and relive the war on one front of World War II in all its intensity!
Two Theatres of Operations have their own set of rules for the Grand Campaign that explain how to proceed. For example, in the grand campaign "De isla en isla" (Island to Island), you begin with the Guadalcanal campaign. Then play the Marshall Islands and continue fighting in the Pacific until you reach the Home Islands. Under each Campaign Sheet you will find the appropriate information about the Grand Campaign to which it belongs. If you are not yet ready to play a Grand Campaign, simply ignore the Grand Campaign Rules and the information under each Campaign Sheet.
Campaign Notes
How to Read the Notes
Each Theatre of Operations covered comes with some Campaign Notes that describe the special rules relating to each campaign that can be played in that Theatre of Operations. These notes also detail the Special Reserve Rolls and their in-game effects relating to these campaigns.
We recommend that you read the Campaign Notes of a given Theatre of Operations carefully before starting to play its scenarios.
Example caption (Campaign Notes, Special Reserve Roll): Infantry and Star: "Elite infantry unit (Troops 2 – Specialized Units) or Jungle Fighters (see New Badges on p.10)." Star and Flag: "Place 2 wire obstacles in an unoccupied hex adjacent to any of your units." Caption: "This Special Reserve roll allows the Axis player to place 2 wire obstacles adjacent to any of his units, at no Reserve Token cost."
Example caption (Campaign Notes, Special Rules of a Theatre): "Marshall Islands Special Rules: No Victory Event rolls are made for the duration of this campaign. Roi and Namur can be played as an Overlord battle (see p.32). Allies must allot their number of Reserve tokens between the two operations before any b… (text cut off in the printed image). Allied Reserves get Landing Crafts for free." "Marianas and Palau Islands Special Rules: Allied Reserves get Landing Crafts on Beach scenarios for free." Caption: "These special rules apply to all scenarios of the campaign. Special rules add historical detail to the campaign."
Campaign Sheets
How to Read a Campaign Sheet
Each campaign comes with a Campaign Sheet for each player, showing the scenarios of the campaign and the possible progression through them as the campaign advances. These sheets are different for each side (for example, the view from the Allied player's point of view will not necessarily be the same as that of his Axis opponent), and should be used by the players to keep track of the campaign's progression.
The Campaign Sheet dictates the flow of play from one scenario to the next: when you win a scenario in the campaign, read aloud the text that appears below "Allies win!" (if you are the Allied player) or below the line "Axis win!" (if you are the Axis player) on your Campaign Sheet. If you lose, your opponent reads aloud the victory text on his own Campaign Sheet. Indications for the next scenario to play may also be given there.
Then, follow the arrow shown on your Campaign Sheet, according to the result of the scenario you have just completed, to determine the next scenario in the campaign:
- If you won the scenario you have just completed, follow the green arrow.
- If you lost the scenario, follow the red arrow.
Note: grey arrows are used when the result of a particular scenario does not matter and has no influence on the selection of the next scenario to play.
Figure caption, "Information included on the Campaign Sheet": the sheet's labelled parts are: Campaign Name; Date; Reserve Tokens; Page; Scenario; Special Rule; Next-scenario directions; Score; Objective Track; Grand Campaign directions; Final Score. The sample sheet shown is the Marshall Islands campaign (Operation Flintlock, Operation Catchpole, February 1944).
Before playing a campaign, we strongly recommend that you photocopy or download the relevant Campaign Sheets from our website (www.memoir44.com) and print them. This will not only preserve your book, but will also allow you to play the campaign multiple times.
Game Components
The Die-Cut Token Sheet
Your Campaign Book comes with a die-cut sheet of game tokens which includes the following elements:
New Badges
The Campaign Book introduces new units. Veterans of Memoir '44 already know some of them, but here is a quick overview.
Brandenburger Commandos
Originally created by the German ABWEHR, the Brandenburger Commandos were trained to operate behind enemy lines, capturing or destroying strategic objectives. Often disguised as civilians or in enemy uniforms, they could penetrate deeply into enemy territory. During the Second World War they operated on almost every front: they were the first men to cross the Russian border in June 1941, securing river crossings and damaging enemy supply lines. At the end of the war, the Brandenburger Division became an infantry division that fought until late 1944.
The Brandenburger Commandos are made up of 3 German figures + 1 enemy figure, representing their ability to infiltrate among the enemy.
- Brandenburger Commandos can move up to 2 hexes and fight.
- When hits are obtained against a Brandenburger Commando, the enemy rerolls a single die, looking for an infantry symbol.
- If the new roll fails (star, grenade, armor or flag), the Brandenburger Commando takes no damage.
- If the new roll hits, the enemy figure is removed and the initial roll is applied as usual.
- When Brandenburger Commandos are ordered to fight (not just move), remove the enemy figure from the unit.
Weakened Units
Incomplete or depleted units that fight normally but do not count as medals when eliminated.
A weakened unit cannot recover more figures than it initially had at the start of the game (even with the Medics & Mechanics card).
Jungle Fighters
Jungle warfare was a terrifying experience for Allied soldiers, who were unfamiliar with this type of terrain. But a few elite units were trained for this type of combat and gained enough experience to stand up to the Japanese. Jungle Fighters move and fight as a standard infantry unit.
However, they ignore the movement and combat reductions in Jungle terrain, e.g. they can cross a Jungle hex without stopping, and their enemies are not protected by the terrain when attacking a Jungle hex.
Polish Dragoons
The Poles had a number of excellent mounted units, well trained and equipped with anti-tank rifles. These elite but archaic units played an essential role in several tactical victories.
- Polish Dragoons move 0-3 hexes and may fight any enemy target within 2 or fewer hexes of distance. Roll 3 dice in close combat and 2 against targets at 2 hexes.
- After a Close Combat, they may Gain Ground and fight again as an Armor Rush.
- They may ignore 1 flag.
- They may retreat 1 to 2 hexes per flag.
Late-War Special Weapons Teams
In mid-1942, many of the Special Weapons Teams introduced at the start of the war, such as mortars, bazookas and machine guns, evolved and became more portable, reliable and lethal. The new versions of the equipment presented here reflect those improvements and should generally be used when playing scenarios from late 1942 onwards.
An Infantry unit equipped with SWA is treated as an Infantry unit in every respect; it is ordered with the same Tactic Cards, takes hits from the same rolls, etc. However, Infantry with SWA can never Gain Ground.
Late-War Anti-Tank Weapon
Each time you encounter an Anti-Tank Gun symbol when setting up a scenario, place an Anti-Tank badge on the infantry unit.
- Movement: an Infantry unit with an Anti-Tank Gun may move 1 hex and fight, or move 2 hexes and not fight.
- Combat: when it moves, an Infantry unit with an Anti-Tank Gun may fight any enemy ground unit within 3 or fewer hexes, rolling the same number of dice as a standard infantry unit. If it did not move this turn, the Infantry unit equipped with an Anti-Tank Gun also scores a hit with any Star obtained against armor or vehicles.
- Line of Sight: an Infantry unit with an Anti-Tank Gun must have line of sight to its target, like any standard infantry unit.
Late-War Mortar
Each time you encounter a Mortar symbol when setting up a scenario, place a Mortar badge on the infantry unit.
- Movement: an Infantry unit with a Mortar may move 1 hex and fight, or move 2 hexes and not fight.
- Combat: when it moves, an Infantry unit with a Mortar may fight any enemy ground unit within 3 or fewer hexes, rolling the same number of dice as a standard infantry unit. If it did not move that turn, the Infantry unit with a Mortar may fire at targets 4 hexes away, rolling 1 die. In this case, it also ignores the terrain protections of its target.
- Line of Sight: if it did not move this turn, an Infantry unit with a Mortar does not need line of sight to its target.
Late-War Machine Gun
Each time you encounter a Machine Gun symbol when setting up a scenario, place a Machine Gun badge on the infantry unit.
- Movement: an Infantry unit with a Machine Gun may move 1 hex and fight, or move 2 hexes and not fight.
- Combat: when it moves, an Infantry unit with a Machine Gun may fight any enemy ground unit within 3 or fewer hexes, rolling the same number of dice as a standard infantry unit. If it did not move that turn, the Infantry unit with a Machine Gun scores a hit for each Star obtained against any enemy Infantry unit.
- Line of Sight: an Infantry unit equipped with a Machine Gun must have line of sight to its target, like a standard infantry unit.
Heavy Anti-Tank Gun
When indicated in the scenario instructions, place a Heavy Anti-Tank Gun badge on the hex with the Artillery unit. In some scenarios, German heavy anti-tank guns are referred to as Flak 88 guns, which is the reason for the badge. A Heavy Anti-Tank Gun unit is treated as an artillery unit in every respect, unless stated otherwise. It is ordered with the same Tactic Cards, takes hits from the same rolls, and can never Gain Ground.
- A Heavy Anti-Tank Gun may move 1 hex or fight.
- A Heavy Anti-Tank Gun may fight any enemy target within 4 or fewer hexes of distance, rolling 2 dice.
- If the Heavy Anti-Tank Gun fights an enemy Armor or Vehicle, all Stars obtained score hits.
- Heavy Anti-Tank Guns ignore the terrain restrictions on combat.
- Unlike Artillery units, Heavy Anti-Tank Guns must have line of sight to their target.
Self-Propelled Artillery
When indicated in the scenario instructions, place a Self-Propelled Artillery badge on the hex with the Artillery unit.
- Self-Propelled Artillery units have two artillery units and fight at the same distance and with the same firepower as a normal artillery unit.
- However, Self-Propelled Artillery may move 1 hex and fight, or move 2 hexes and not fight.
Flamethrower Tanks
- Armor units equipped with flamethrowers move and fight as a standard Armor unit.
- However, in Close Combat, the reduction in combat for the armor unit in difficult terrain is limited to a maximum of 1.
Vehicles
Some scenarios in this second Campaign Book incorporate Supply Trucks & Half-Tracks. If you do not have the Battle Maps "Hedgerow Hell" and "Disaster at Dieppe", you may use the badges from this campaign book instead of the figures. The rules for Supply Trucks and Half-Tracks can be downloaded from www.memoir44.com/content/rules
New Tokens & Obstacles
Air Support / Air Exit Tokens
4 Air Support / Air Exit tokens are used in some of the campaigns.
If you use the Air Rules: the Air Support / Air Exit tokens must be considered as an Air Exit card for all purposes (Air Rules, p. 3):
- They do not count towards the total of Command Cards received by the player at the start of the game.
- They are not replaced with a new card when played.
- They may be played together with a Section card.
If you do not use the Air Rules: the Air Support / Air Exit tokens must be played as an Air Support card. The player may decide to use it instead of playing a Command card. Obviously, he does not draw a new card after taking this action.
Note: a player who starts a scenario with one or more Air Support / Air Exit tokens may not decide to keep them for another scenario. If they have not been used at the end of the battle, they are lost.
Reserve Tokens
14 Reserve Tokens, representing the reserve units that may be deployed on the battlefield under the new Campaign Rules.
Smoke Screens
When indicated in the scenario's Special Rules, place Smoke Screen markers on 3 contiguous adjacent hexes. These markers represent your Smoke Screen. A Smoke Screen lasts 2 full turns: after your opponent's first turn, flip the markers over. Afterwards, both players take one more turn before the Smoke Screen markers are removed from the board.
- Movement: units may move over and through Smoke Screens without penalty.
- Combat: no restrictions on combat.
- Line of Sight: a Smoke Screen blocks line of sight, although units that are in a Smoke Screen hex can see and be seen. In other words, a unit is hidden without line of sight only if that line crosses the hexes of the Smoke Screen.
- They are not a "unit" in themselves, in the sense that they do not give an opponent a medal, and they cannot be fought directly. Instead, they act as a vehicle that enhances and supplements the capabilities of the units they carry.
Figure caption: "Units hidden behind the Smoke Screen cannot be seen by the opponent, but units that are on the Smoke Screen are clearly visible."
Veteran Star
Veteran Stars represent the combat experience of your unit(s). If you obtain a Veteran Star during the campaign, you may assign it to any of your units at the start of the scenario, after the Reserve roll.
A Veteran unit rolls one additional die when making a close combat against an enemy unit. A Veteran unit counts as a single Medal, like any other unit, when eliminated. Each side may have only one Veteran unit per scenario.
Landing Craft (LC)
Landing Craft were initially introduced in the Air Pack. They work as follows:
- You may deploy them under any unit on water, located in the last row of Ocean hexes on the board (the row of hexes closest to the edge of the board).
- They are designed to represent all types of landing craft and, as such, should be used in user-designed scenarios to carry not only Infantry, but also Armor and possibly Artillery units.
- They are not a "unit" in themselves, in the sense that they do not give an opponent a medal, and cannot be fought directly. Instead, they act as a vehicle that enhances and supplements the capabilities of the units they carry.
- They move (and the units they carry) up to 2 hexes, over Ocean hexes and over the beach hexes closest to the shore. They may also retreat, even onto Ocean hexes.
- When they finish their movement on a beach hex, they are automatically eliminated, at no medal cost, and the unit they carry remains on the hex where it landed.
- They have no direct combat capability, and the units they carry cannot fight while in them or during the turn they land on the beach.
- If the unit inside the Landing Craft is eliminated, the Landing Craft is immediately eliminated, but does not give a Victory medal, unlike the unit.
- They block line of sight.
Special Rules
For some specific scenarios, additional rules have been created:
Control of the Position
This special action allows you to take an objective on the battlefield even if the fighting has already ended. The rules of Control of the Position are in force in all scenarios of this campaign book, and we recommend that you use them in every campaign you play.
When the Control of the Position rules are in force, a player who eliminates an enemy unit in close combat may choose to discard the medal obtained from eliminating that unit and Gain Ground instead. Such a move is only allowed if the enemy unit was on an objective medal hex and if, by taking this objective, the game ends.
It remains impossible to win more medals than those specified in the Victory Conditions. Thus, such a move can be of great value when playing a campaign, since objective medals count on the Objective Track.
Massive Bombardment
Special Action: after moving the plane, roll 2 dice against all adjacent ground units, both enemy and friendly, ignoring the terrain protection of all hexes. Unit symbols and Grenades obtained are applied normally. Stars obtained also score hits, and Flags cannot be ignored.
Paratroopers
This special action, originally introduced in the "Sainte-Mère Église" scenario of the base game, allows units to be dropped onto the battlefield.
It works as follows:
- When the paratrooper drop rules are in force, you may drop 1 or several figures onto the board from the height equivalent to the height of the box supported on its side. If a figure lands on an impassable hex, on a hex with another figure(s), or off the board, the unit is lost, though without a medal cost.
- Otherwise, the drop succeeds. Add 3 figures together with the figure that was dropped to form a complete unit in the hex where it landed. However, this unit cannot move or fight this turn.
Exit Rules
When placed on the map with their arrows pointing towards the players, Exit markers designate a specific hex through which a unit leaving the board can be saved and obtain a Victory medal. The unit that moves through an Exit hex is eliminated from the board, and one of its figures is placed in the player's medal tray.
When placed sideways, a pair of Exit markers designates a group of hexes; this group includes the two hexes where the Exit markers are placed.
Figure caption: "Exit marker #1 is an isolated exit marker; all hexes between Exit markers #2 and #3, including these, form an exit line through which enemy units can leave and obtain Victory medals."
If you do not have the Air Pack, replace the Exit markers with Victory medals, and apply the Exit rules.
Victory Conditions
The following terms are used to describe some common Victory conditions:
- Temporary Objective Medal: the medal on this objective hex is captured and held as long as a unit of the appropriate side holds the hex. If the unit leaves the hex for any reason (movement, retreat or elimination), the medal is immediately lost and is placed back into play on its original position on the objective hex.
- Temporary Majority Objective Medal: the medal for this group of objective hexes goes to the side that has units in absolute majority on these hexes. The medal is kept as long as that side retains the absolute majority. The medal is immediately lost and placed back into play when a side no longer has that absolute majority.
- Permanent Objective Medal: the medal on this objective hex is captured and permanently won when the appropriate side enters this hex. The medal is not returned or put back into play, even if the unit subsequently leaves that hex.
- Sudden Death Objective Medal: as soon as the designated side meets the established Sudden Death conditions, the game ends immediately and that side wins.
Using the Scenarios
To facilitate play, the Special Rules in all scenarios now make use of the Summary Cards that come with the Air Pack expansion. Instead of repeating the same rules over and over, we now simply refer to the type of summary card, indicating the number and title where appropriate. If you do not have the Air Pack, you may consult our online card database at http://www.memoir44.com/cards-compendium/ or your rulebooks.