Memoir '44: Hedgerow Hell
Memoir '44: Hedgerow Hell Rulebook
Table of Contents
Table of Contents
Dodge WC-63 Supply Trucks - Detailed Rules
(Troops 17 - Supply Trucks)
Sheet title: Dodge WC-63 Supply Trucks - Detailed Rules. The Supply Trucks unit card is printed with these abilities: 1-3 figures, per scenario; Treated as Infantry, for all purposes; Move 0-2, +2 hexes when on a road; Cannot battle; When adjacent to weakened friendly unit, may Re-supply it.
Supply Trucks - Unit
The number of truck figures to deploy in a Supply Truck unit is indicated in the small yellow circle located in the lower right corner of the Supply Truck icon. This number may range from 1 to 3 figures. For instance, on the Hedgerow Hell Battle Map, there are three Supply Truck units, each with 2 truck figures.
Supply Trucks - Targeting
A Supply Truck unit is treated as Infantry when being targeted in battle. The attacker scores 1 hit for each Infantry dice symbol or Grenade rolled against the Supply Truck unit.
Supply Trucks - Medals
A Supply Truck unit hit by enemy fire and destroyed does not necessarily provide the opponent with a Medal, unlike other units in the game.
To keep track of this, we recommend placing each eliminated Supply Truck figure on a Medal stand, until three figures are gathered, at which point you can replace the figures by a Medal token.
Supply Truck figures removed from the board as a result of re-supplying your troops (see Re-Supply, below) never count toward a medal; instead, these figures are simply removed from the board, once used.
Example: The Axis player had already destroyed 2 Trucks. With this third one, he gains a Medal.
Supply Trucks - Movement
An ordered Supply Truck unit may move up to 2 hexes. An ordered Supply Truck unit that starts on a Road hex, moves along and ends its move on a Road hex may move an additional 2 this turn, for a total of 4 hexes on the road.
Supply Trucks - Battle
A Supply Truck unit may never battle. Instead, it may re-supply another unit (see below).
Additional Terrain Considerations (Supply Trucks)
A terrain that is identified in the rules as Impassable or Impassable to Armor & Artillery is also considered as impassable to Supply Truck units. In addition:
- Oceans: Supply Trucks cannot retreat into ocean hexes, except when on a Landing Craft.
- Cliffs & Sea Bluffs: Supply Trucks may not move up/down from the beach.
- Wire: Supply Trucks may not remove wire.
- Railroad Bridges & Railroad Tracks: Supply Trucks moving onto a Railroad Track or Bridge must stop.
Supply Trucks - Re-Supply
When a Supply Truck is adjacent to a friendly ground unit that is weakened, i.e. that no longer has the full figure count it had at the start of the scenario, it may re-supply that ground unit.
Actions card 24 - Re-Supply, as printed: When Re-supply rules are in effect, any vehicle with this ability may Re-supply any weakened adjacent friendly unit. Figures are exchanged 1 for 1, at no medal cost. Unit re-supplied cannot gain more figures than it had at game start. Supply vehicle and re-supplied unit(s) cannot battle this turn.
Units that can thus be re-supplied include infantry, armor, artillery and cavalry units, among others.
Units that are formed of a single figure (e.g. Snipers, Airplanes on the ground, etc...), Trains, and Landing Crafts can never be re-supplied, however.
A Supply Truck unit may move before it re-supplies a weakened unit and a weakened unit may move before it is re-supplied.
The Re-Supply Action takes place during the Battle phase of the Game Turn (Step 4 on the Game Turn sequence on page 6 of the Memoir '44 Rule book).
For each Supply Truck figure removed by the player from its Supply Truck unit, one figure (of the correct type) is returned to a weakened adjacent friendly ground unit. A re-supplied unit may not gain more figures than it had at the start of the game.
More than one adjacent weakened unit may be re-supplied from the same Supply Truck unit during this phase, but none of the units being re-supplied can battle this turn.
Supply Truck figures that are used to re-supply an adjacent friendly unit are removed from the game, and never count toward a Medal for the opponent.
Command Card Considerations (Supply Trucks)
- Infantry Assault: Supply Truck units may be ordered by this Command card and move up to 3 hexes. These Supply Truck units may not battle, however, even if only moving 2 hexes.
- Move Out: Supply Truck units may be ordered using this Command card.
- Ambush, Close Assault, Firefight: Supply Truck units cannot battle, and thus cannot be ordered using any of these Command cards.
- Behind Enemy Lines, Dig-in, Medics & Mechanics: Supply Truck units may not be ordered using any of these Command cards.
- Their Finest Hour: A Supply Truck unit may be ordered by this Command card when an Infantry symbol or a Star is rolled, but it won't be able to battle (though it could still re-supply a weakened friendly adjacent unit).
Actions Considerations (Supply Trucks)
- Collapsible Rafts and Boats: A Supply Truck unit may not be transported by Collapsible Rafts or Boats.
- Heroic Leader: A Heroic Leader may not be added to a Supply Truck unit.
- Hospital Recovery, Oasis Recovery: A Supply Truck unit may not recover in a Hospital or Oasis.
- Reinforcements: A Supply Truck unit may not be used as Reinforcement.
Scenario: Hedgerow Hell - East of Saint-Lô
Historical Background
After a month of heavy fighting, the Germans finally lost Hill 192 the previous night (See "Attack on Hill 192", scenario WF14 on p. 30 of the Memoir '44 Air Pack). For the first time since June they no longer dominate the road to Saint-Lô. Should US High Command be able to deploy the 5th Corps into a large-scale armored offensive, the city will finally be within reach.
But the German elite Parachute units have taken advantage of darkness to pull back onto Hill 101 in the vicinity of the Bayeux Highway near la Boulaye, as well as onto Hill 147 on Martinville's Ridge northeast of Saint-Lô. Reinforced by elements of the Panzer Lehr, they have set up a line of defense in the endless cover of fields, woods and streams.
Their airpower grounded by poor weather and their tanks mired in unforgiving "bocage" country, the Allies must place the burden of the attack on the shoulders of their infantry yet again. What awaits the weary US troops will forever be known as "Hedgerow Hell"...
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Briefing
Axis Player [Germany]: Take 10 Command cards.
Allied Player [United States]: Take 8 Command cards. You move first.
Air Rules are not in effect. The Air Sortie cards are set aside and not used in this mission.
Conditions of Victory
13 Medals.
The five road hexes with an Exit marker on the Axis player's baseline are Exit hexes for the Allied forces.
The towns of la Boulaye, Martinville and Bourg-d'Enfer are Temporary Medal Objectives for either camp. When unoccupied, each town's medal goes to the Axis player.
Special Rules
Place a badge on German elite Parachute Regiments infantry units (Troops 2 - Specialized Units).
Re-supply rules (Actions 24 - Re-supply) are in effect for all Allied Supply Trucks (Troops 17 - Supply Trucks).
All streams are fordable (Terrain 41 - Fords & Fordable Rivers).
Setup Order
The setup order is printed as a numbered list of tile rows, each with the number of tiles to place. Row numbers and counts:
- x37
- x15
- x18
- x12
- x6
- x4
- x23
- x2
- x1
- x15
- x13
- x6
- x1
- x1
- x2
- x8
- x5
- x3
Scenario: The Cadets of Saumur - Battle on the Loire
June 19-20, 1940
Historical Background
Saumur - June 19, 1940. The Battle of France is lost; the Germans are now ready to cross the River Loire.
The meager French troops standing ready and lined up to defend it are the Officer Cadets from the Cavalry School at Saumur, reinforced with a Battalion of the Infantry School at St-Maixent and hodgepodge remnants of the French army. At the first sight of the enemy, they blow the bridges. Embarking on rafts, the Germans soon attempt to cross the river on the islands at Gennes and East of Saumur. The cadets, dug-in and with no real option for retreat, resist heroically, inflicting heavy losses on the enemy. Their valiant efforts are not enough however, and by June 21, the Germans are already breaking through to the South-West. The following day, June 22, 1940, the French army capitulates: The armistice is signed at Rethondes, and takes effect on June 25.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Briefing
Axis Player [Germany]: Take 10 Command Cards. You move first.
Allied Player [France]: Take 8 Command Cards.
Conditions of Victory
12 Medals.
The two Town hexes marked "Gennes" and "Saumur" respectively are Permanent Medal Objectives for the Axis forces.
Special Rules
Air rules are optional: If used, shuffle both Air Sortie cards into the deck, at game start.
The Allied player may not play any Air Power card (nor any Air Sortie, if Air rules are used). When he draws an Air Power or Air Sortie card, he immediately discards it and draws a replacement card instead.
Blitz rules are in effect (Actions 15 - Blitz Rules).
Place a badge on the German engineer units (Troops 4 - Combat Engineers).
All German Infantry and Engineer units are equipped with Rafts (Actions 5 - Collapsible Rafts & Boats).
The French artillery unit with one figure represents a mortar. Its destruction counts as a medal for Axis forces.
The Allied forces may attempt to Blow Up Bridges, using Option 2 (Actions 2 - Blowing Up Bridges).
For the Axis forces, Pontoon Bridges rules are in effect (Terrain 33 - Pontoon Bridges).
Setup Order
The setup order is printed as a numbered list of tile rows, each with the number of tiles to place. Row numbers and counts:
- x23
- x32
- x16
- x8
- x3
- x1
- x1
- x2
- x2
- x1
- x5
- x1
- x8
- x12