Memoir '44: Equipment Pack Bonus Scenarios
Memoir '44: Equipment Pack Bonus Scenarios Rulebook
Table of Contents
Table of Contents
- Scenarios
- 1 - Saint Roche Station - May 20, 1940
- 2 - French Stand Near Arras - May 20, 1940
- 3 - Vetko Village - January 12, 1940
- 4 - Yasnaya Polyana - August 12, 1941
- 5 - Cavalry Charge at Chebotarevsky - August 24, 1942
- 6 - Operation Little Saturn - December 16, 1942
- 7 - Torbung - May 16-24, 1944
- 8 - Italian Diversion at Gazala - May 26, 1942
Scenarios
Each scenario lists its Setup order (the counts are as printed on the scenario map, numbered in the order shown there), its Conditions of Victory and its Special Rules. Scenarios 1 to 8 are printed in the booklet in this order.
1 - Saint Roche Station - May 20, 1940
Setup order: 1 x1; 2 8x; 3 x3; 4 1x; 5 x5; 6 4x; 7 x14; 8 12x; 9 x5; 10 1x; 11 x1; 12 8x.
Conditions of Victory
- 5 Medals.
- Saint Roche Station is a Temporary Medal Objective for whoever occupies it. The Allied player controls the city at game start and thus has a 1-medal head start.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- British Commonwealth Forces Command rules are in effect (Nations 5 - British Commonwealth Forces).
- Special Weapon Asset early war rules (SWAs 1 - Special Weapon Assets) are in effect for units equipped with Machine Guns (SWAs 8 - Machine Gun), Mortars (SWAs 3 - Mortar) and Anti-Tank Guns (SWAs 2 - Anti-Tank Gun). Place the proper figure or badge with these units.
- Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this battle.
- The Axis player will roll 2 dice and the Allied player 1 die when playing the Air Power card.
2 - French Stand Near Arras - May 20, 1940
Setup order: 1 3x; 2 x5; 3 11x; 4 x10; 5 2x.
Conditions of Victory
- 6 Medals.
- Exit rules are in effect across the entire Allied player's baseline, for the Axis player. Only full-strength units can yield a medal that way; damaged units can still exit, for no medal gain.
Special Rules
- At the start of each turn during which the Allied player is tied for, or has less medals than his Axis opponent, the French player rolls 1 die before playing his Command card. This die roll determines what type of standard British unit arrives to reinforce the French (Infantry = Infantry unit, Armor = Armor unit, Star = Artillery unit). This reinforcement unit is placed on any vacant French baseline hex; it may be ordered normally during that turn. Mark any arriving British reinforcement unit with a badge, to distinguish it from the French units, or use appropriate figures.
- Blitz Rules are in effect (Actions 15 - Blitz Rules). Allied Armor may only move 1-2 hexes and battle.
- British Commonwealth Forces Command rules (Nations 5 - British Commonwealth Forces) and French Army Command rules (Nations 7 - French Army) are in effect. All units starting on the map are French. Reinforcement units are British.
- All French armor units are elite units (Troops 2 - Specialized Units). Badges are not required.
- Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.
- The Axis player will roll 2 dice and the Allied player 1 die when playing the Air Power card.
3 - Vetko Village - January 12, 1940
Setup order: 1 x1; 2 3x; 3 x6; 4 2x; 5 x13; 6 14x; 7 x2.
Conditions of Victory
- 5 Medals.
- Exit rules are in effect on the two road hexes of the Allied baseline, for the Axis player.
Special Rules
- Russian Command rules are in effect (Nations 2 - Red Army).
- All Infantry units are ski units (Troops 9 - Ski Troops). Ski Troop units only have 3 figures. Place one Ski Troop figure in the same hex as each Infantry unit (acting as a badge but giving the units 4 figures) to remind players that these are Ski troops. When the third Infantry figure is eliminated, the Ski Troop figure is also removed.
- Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.
- The Air Power card must be played as Barrage Tactic card instead: Target 1 enemy unit. Roll 4 battle dice; the symbol (icon not reproduced) and Grenade score hits. Flags cannot be ignored.
4 - Yasnaya Polyana - August 12, 1941
Setup order: 1 x3; 2 x4; 3 x11; 4 x10; 5 x5; 6 x4.
Conditions of Victory
- 6 Medals.
- The 4 bridge hexes form a group of hexes that is a Turn Start Temporary Majority Medal Objective worth 1 medal for whoever has uncontested control of the majority of the group. Uncontested control means having a unit on the objective hex or in a hex adjacent to it, and no enemy units on, or next to, the Objective hex. The Allied player has uncontested control at the start of the battle and thus has a 1 medal head start.
Special Rules
- The Allied player must place sandbags on any three of his units at the start of the battle before he receives his Command cards.
- Russian Command rules (Nations 2 - Red Army) and Italian Royal Army Command rules (Nations 6 - Italian Royal Army) are in effect. In addition, Allied Armor may only move 1-2 hexes and battle.
- Special Weapon Asset early war rules (SWAs 1 - Special Weapon Assets) are in effect for the Allied units equipped with Machine Guns (SWAs 8 - Machine Gun) and Mortars (SWAs 3 - Mortar). Place the proper figure with these units.
- Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.
- Both the Axis and Allied player will roll 1 die when playing the Air Power card.
5 - Cavalry Charge at Chebotarevsky - August 24, 1942
Setup order: 1 x2; 2 9x; 3 x11; 4 9x; 5 x1; 6 7x.
Conditions of Victory
- 4 Medals.
- The road hex on the Axis baseline is a Temporary Medal Objective for the Allied player.
Special Rules
- Russian Command rules (Nations 2 - Red Army) and Italian Royal Army Command rules (Nations 6 - Italian Royal Army) are in effect.
- The Italian Infantry marked with a Cavalry badge are Cavalry units. Place 4 Cavalry figures in each of these hexes (Troops 8 - Cavalry).
- The Italian Artillery unit marked with a Mobile Artillery badge is a horse gun unit. A horse gun functions like a Mobile Artillery unit (Troops 14 - Mobile Artillery).
- Special Weapon Asset early war rules (SWAs 1 - Special Weapon Assets) are in effect for the Allied units equipped with Machine Guns (SWAs 8 - Machine Gun) and Mortars (SWAs 3 - Mortar). Place the proper figures or badges with these units.
- Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.
- Both Axis and Allied player roll 1 die when playing the Air Power card.
6 - Operation Little Saturn - December 16, 1942
Setup order: 1 x2; 2 x10; 3 x11; 4 x2; 5 x5.
Conditions of Victory
- 7 Medals.
- Exit rules are in effect across the entire Axis player's baseline, for the Allied player. If a unit manages to exit at full strength, it yields 2 medals instead of 1!
Special Rules
- Russian Command rules (Nations 2 - Red Army) and Italian Royal Army Command rules (Nations 6 - Italian Royal Army) are in effect. In addition, Allied Armor may only move 1-2 hexes and battle.
- Place a badge on the two Russian Engineer units (Troops 4 - Combat Engineers).
- Special Weapon Asset early war rules (SWAs 1 - Special Weapon Assets) are in effect for the Axis units equipped with Machine Guns (SWAs 8 - Machine Gun). Place the proper figure with these units.
7 - Torbung - May 16-24, 1944
Setup order: 1 x1; 2 7x; 3 x6; 4 2x; 5 x17; 6 11x; 7 x21; 8 10x; 9 x1; 10 1x; 11 x1; 12 4x; 13 x10.
Briefing
- Axis Player [Japan]: Take 4 Command cards. You move first.
- Allied Player [Great Britain]: Take 6 Command cards.
Conditions of Victory
- 7 Medals.
- The Japanese Field Bunker is a Temporary Medal Objectives [sic: printed as "Objectives"] for the Allied forces.
- The Road hex with a Medal is a Temporary Medal Objective for the Axis forces.
Special Rules
- Breakthrough: When playing a Breakthrough Command card ordering On-the-move units, you may choose to call a reinforcement unit instead. Roll dice equal to the number of On-the-move orders, and use the dice roll to determine the type of the unit you may bring in as reinforcements (Infantry = Infantry unit, Armor = Armor unit, Star = Artillery unit). No matter the number of dice rolled, you may only bring 1 unit on the board as reinforcements each turn. You must designate the hex where this unit will appear before making your roll. British reinforcements may enter on any of their vacant baseline hexes or on the Airfield (unless any Airfield hex is occupied by an enemy unit). Mark this reinforcement unit as British to distinguish it from the Gurkha units already deployed or use distinguishing figures. The Japanese reinforcements may enter on any vacant baseline hexes on either side of the board (Japanese or British). A reinforcement unit may not move or battle the turn it enters.
- Imperial Japanese Army Command rules (Nations 3 - Imperial Japanese Army) and British Commonwealth Forces Command rules (Nations 5 - British Commonwealth Forces) are in effect. In addition, all Infantry Commonwealth Forces are Gurkha units. Gurkha Infantry units battle at +1 die in Close Combat, and whenever battling back with a Stiff-Upper Lip.
- Re-supply rules (Actions 24 - Resupply) are in effect for Japanese Supply Trucks (Troops 17 - Supply Trucks).
- The British player lays out the Minefields (Terrain 29 - Minefields).
- Air Rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.
- Both Axis and Allied player will roll 1 die when playing the Air Power card.
8 - Italian Diversion at Gazala - May 26, 1942
Setup order: 1 x6; 2 5x; 3 x8; 4 9x.
Conditions of Victory
- 6 Medals.
Special Rules
- North African Desert Rules are in effect (Actions 9 - North African Desert Rules). In addition, Allied Armor units may only move 2 hexes and battle, not the normal 3 hexes.
- British Commonwealth Forces Command rules (Nations 5 - British Commonwealth Forces) and Italian Royal Army Command rules (Nations 6 - Italian Royal Army) are in effect.
- Place a badge on the two Italian Engineer units (Troops 4 - Combat Engineers).
- The British player lays out the Minefields (Terrain 29 - Minefields).
- Air rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.
- Both Axis and Allied player will roll 1 die when playing the Air Power card.