Player Aid Armor Special Forces 3 2 1 3 3 3 3 3 2 2 1 1 3 2 1 2 1 Move: May move Move: May move Move: May move 1 -OR- Move: May move 0-2 Move: May move 0-1 and -OR- 0-3 and battle battle hexes and battle 0-3 hexes and move 2 and not battle battle Battle: May Armor Battle: Ignore Line Of Battle: May Take Overrun after Sight - Ignore Terrain Ground after Battle: May Take successful Close Dice reductions. May successful Close Battle: May Ground after Assault NOT Take Ground Assault Armor Overrun successful Close on successful Assault Armor - Elite Close Assault

French Resistance Sniper No medal awarded if eliminated Engineers Big Guns 3 2 1 1 1 1 1 1 3 2 1 3 3 2 2 1 1 1 1 Move: May move 0-1 Move: May move 0-2 hexes and Move: May move 0-1 hexes and Battle: Place 3 ‘Crosshair’ hexes and battle -OR- battle battle -OR- move 2 hexes and markers with unit - place a move 2 hexes and not not battle Crosshair marker on each target battle Battle: May battle on terrain that is hit but not eliminated or entry. May not target Armor. No Battle: Close Assault ignores forced to retreat. A Crosshair Battle: May Take Ground terrain reduction for target. Hits Terrain reductions. May battle on marker gains (+1) battle die in the after successful Close on symbol, Grenade & Star. Is hex with Wire (at -1 still) and next attack; additional die are not Assault. May battle on only hit by Grenade (and star remove Wire on same turn. If cumulative. When a target moves Terrain entry. May retreat from Snipers and Planes). If eligible to battle from Minefield or is eliminated, return the up to 3 hexes for each Armor is adjacent, must move hex, must clear Mine instead of Crosshair marker to the Big Gun Flag rolled against them before firing. May retreat up to 3 battling. If the Engineer unit Battery hexes for each Flag rolled against cannot battle from Minefield hex, it detonates (see Minefield) Mobile Artillery Flamethrowers Finnish Ski Troops Landing Craft (LC) Move: Start on baseline 3 3 2 2 1 1 3 3 3 3 2 ocean hexes. May move 0-2 Move: May move Move: May move 0-3 hexes hexes. Remove after landing Move: May move 0-1 on beach hex. and battle -OR- 2 and 0-3 and battle and battle. Terrain not battle movement restrictions apply Battle: Max (-1) die Battle: Unit in LC targeted as normal, may retreat in ocean Battle: Ignore Line Of reduction for Terrain. Battle: May battle on May Armor Overrun Terrain entry. May retreat up but may not battle from LC or Sight - Ignore Terrain when landing; may not move Dice reductions after successful to 3 hexes for each Flag Close Assault rolled against on landing. LC is not a medal Destroyers Aircraft Carriers Depleted Unit Tiger No Attack; can launch Planes. Weakened or depleted 3 3 2 2 1 1 1 1 units. Don’t count as 3 3 3 Move: May move 0-2 medals unless noted Move: 0-2 hexes and battle. Never adjacent to otherwise Beaches hexes. Never adjacent Move: May move 0-3 and to Beaches. Move: Normal as per unit. battle Battle:Destroyed after 3 Grenade hits. Ignore 1 Flag. Starts with 3 ‘Crosshair’ markers - place a Battle: Enemy re-rolls Battle: Destroyed after Battle: Normal as per dice that hit. Any Crosshair marker on each target that is hit but 3 Grenade hits. May unit. not eliminated or forced to retreat. A Crosshair Grenade in re-roll marker represents (+1) battle die in the next ignore 1 Flag. Airplanes destroys Tiger; all other attack; not cumulative. When target moves or is 1 can start and land on rolls ignored. May Armor eliminated, return Crosshair marker to Aircraft Carriers Overrun.

Brandenburgers Mortar (SWA) Mortar (SWA) (Late ) Anti-Tank Gun (SWA) Commandos 3 2 1 3 2 1 3 2 1 3 2 1 Move: May move 0-2 hexes and battle. Move: May move 1-2 hexes - Move: May move 0-1 and battle -OR- Move: May move 1-2 OR- battle move 2 and not battle hexes -OR- battle Battle: If ordered to battle, remove Allied figure; becomes 3 figure unit. When hit, Battle: like normal Battle: If unit did not move during turn, Battle: Battles like attacker re-rolls 1 die. Infantry rolled, all infantry except ignore terrain ignore terrain protections and attack an normal infantry except hits are counted. Any thing else rolled, no protections. Ignore Line Of extra hex (3,2,1,1). Ignore Line Of Star hits Armor. May hits are counted. Sight. May not Take Ground Sight. May not Take Ground not Take Ground

Anti-Tank Gun (SWA) Machine Gun (SWA) Supply Trucks Half-Tracks (Late War) 3 2 1 Move: May move 2 2 3 2 1 0-2; +2 on Roads. Move: May move 0-1 and Move: May move 0-1 and Ordered as Infantry Move: May move 0-2 and battle. Ordered as battle -OR- move 2 and not battle -OR- move 2 and not Armor battle battle Battle: May not battle. Hit like Battle: Hit like Armor. Instead of battling, Battle: Star hits Armor or Battle: Star hits Infantry if Infantry. May re- may re-supply adjacent units 1/; healed units vehicle if Anti-Tank unit did Machine Gun unit did not supply adjacent and Half-Track may not battle. May Take not move during turn. May move during turn. May not units 1/1. Healed Ground but NOT Armor Overrun. Third not Take Ground Take Ground units may not battle eliminated Half-Track figure counts as medal Patrol Cars Heavy Anti-Tank Gun Tank Destroyer (TD) Polish Dragoons (Flak 88mm) 3 2 3 2 1 2 2 2 2 2 2 2 2 Move: May move 0-4 and battle. Move: May move 0-2 and battle. Move: May move 0-3 Ordered as Infantry Move: May move 1 -OR- hexes and battle battle Battle: Star hits Armor and vehicles. Battle: Hit like Infantry. Enemy Hit on Star from non-Infantry enemies. re-rolls dice that hit. Each Battle: May Armor Battle: Requires Line Of Ignore all Terrain Dice reductions if TD Overrun on Grenade in re-roll eliminates Sight - Ignore Terrain Dice did not move during turn. May Take figure; all other rolls ignored. reductions. Star hits Armor Ground but NOT Armor Overrun. successful Close May Take Ground but NOT and vehicles. May retreat up to 2 hexes for each Assault. May Ignore 1 Armor Overrun Flag rolled against them. Flag. May retreat up to 2 hexes per Flag German or Russian: Jungle Fighters 3 2 1 Move: May move 0-1 and battle -OR- move 2 and not battle. Ignore Jungle movement limitations Battle: May Take Ground after successful Close Assault. No Battle reductions attacking into Jungle hex Memoir ’44 Player Aid 1 Version 1.1 - November 2011 Towns -1 -2 Forest -1 -2

Move: Units must stop. Move: Units must stop. Memoir ’44 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

Hedgerows -1 -2 Rivers & Waterways Bridges Move: Allows entry to River hexes Move: Impassible Blowing Up Bridges Move: Units must stop. Enter Option 1: Play Section card matching Bridges and exit from adjacent hex only section without ordering units. Bridge is removed, card is not replaced. TP pg. 8 Boats: Allows Infantry entry to 1 Option 2:Play Section card matching Bridges Battle: No battle on entry River hex. Units must stop. May battle out section without ordering units. Roll 2 dice - a 2 1 at -1. May not retreat - Loses boats on exit Star blows Bridge. Replace card normally. Oceans Beaches Sea Wall -1 -1

Move: All movement is limited Move: Maximum movement Move: When units leave, do not to 1 hex. Cannot retreat onto onto beaches is 2 hexes remove sandbags

Battle: Units cannot battle Battle: Ignore 1 Flag while 2 0 1 behind Sea Wall Wire -1 -1 Bunker -1 -2 Move: Unit must stop - Sandbags Hedgehogs Move: Infantry only Armor removes on Move: Remove Move: Infantry only entry when unit exits Battle: Only original Battle: Ignore 1 Battle: Infantry battles owner benefits from 1 Battle: Ignore 1 Flag 2 Defensive die reduction & out at -1 die. May Flag Ignore 1 Flag 1 remove wire or battle 1 Road Airfield Move: If a unit stays on the road If Air Rules are in effect, planes for the entire move, it can move can take off and land on Airfield Terrain Pack 1 additional hex. hexes

TP pg.9: Reinforcements: If no units on 0 On Hill -1 -1 Airfield hexes, use one order from Direct 0 from HQ to place an Infantry unit on hex

Railroad Tracks Station -1 -2 Railroad Bridges Move: Unit must stop. Trains Move: Armor and Artillery must stop Move: Allows entry to River do not have to stop hexes. Armor & Artillery must Battle: Armor may Take Ground stop on entry. May still Take Battle: No battle on entry Ground and Overrun 1 and Overrun 2 -2 1 Locomotive & Wagon Supply Trains Armored Trains Move: Up to 3 hexes on clear Carries 1 Artillery track. Retreat along track Or piece on Wagon Move: Train can move up to 3 hexes and Artillery can Battle: Ignore 1 flag. Hit on Move: When Locomotive is at Station, units may de-train into hexes next to Train still fire 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

Memoir ’44 Player Aid 2 Version 1.1 - November 2011 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

Dams Factory -1 -2 Fortress -1 -2 Move: Impassable to Armor & Move: Infantry only Move: Units must stop Artillery. Infantry may move in and battle on the same turn Battle: Infantry may ignore 1 Battle: No battle on entry flag. -2 Battle: Ignore all Flags. 1 2 2 Lighthouse -1 -2 Power Plant -1 -2 Mountains -2 -2 Move: Units must stop Move: Units must stop Move: Infantry only - must be from adjacent hill Battle: No battle on entry Battle: No battle on entry Battle: No dice reductions if -2 TP pg. 8 - Use Recon 1 for Air -2 on same ridge. Artillery fires 7 Strike or Air Power TP pg. 7 Sabotage - Unit on hex rolls 2 dice. Stars hit. Becomes hexes from top - 3,3,2,2,1,1,1. 2 2 medal 2

Supply Depot POW Camp -1 -2 Radar Station -1 -2 Move: Units must stop Move: Units must stop Scenario Specific Battle: No battle on entry. May ignore 1 Flag Battle: Ignore 1 Flag TP pg. 11 Supply: If Destroyed, reduce Armor -2 TP pg. 8 Prisoners - When -2 TP pg. 11 Radar: One turn movement by 1 hex 2 Infantry on hex, place marker with advanced notice on Air Power 2 unit. If unit destroyed, prisoner is lost 1 and Air Sortie or equivalent Lakes Marshes Move: Units must stop. Exit High Ground adjacent. Impassible to Artillery Move: Impassable. Move: Refer to Flooded Battle: Armor may not battle on Fields below. 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 Fords & Fordable Rivers Pontoon Bridge Road Block -1 -1 Move: Allows entry to river Move: Allows entry to River Move: Infantry only - Unit must hexes. Units must stop hexes stop Battle: Battle out at -1 die Construct: Attack card allows Battle: Ignore 1 Flag 1 1 construction in that section in 1 place of ordering 3 units

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 -2 grenade score hits, ignore all other symbols. Retreating 1 does not trigger mines 2 Wadis -1 -1 -1 -1 -1 Palm Forest -1 -2 Oasis & Gullies Move: Unit must stop Move: Units must stop Move: Enter through open Battle: Ignore 1 flag. Battle: No battle on entry end only; sides impassable

TP pg. 3 Recover: An ordered Battle: Infantry and Armor Infantry unit on hex recovers figures attack from adjacent only. 1 as per Medics and Mechanics 2 1 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

Memoir ’44 Player Aid 3 Version 1.1 - November 2011 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 Winter Village -1 -2 City Ruins -1 -2 Forest -1 -2 Move: Units must stop. Move: Units must stop Impassable to Armor and Artillery Move: Units must stop

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 = Units in Ravine entry or exit - May Take Ground 1 1 into, but no Armor Overrun 1 -1 -1 Factory -1 -2 Trenches 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 Flag. Armor may not battle while moves. Remove the token. Unit returns to normal. 2 1 on hex 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

Jungle -1 -2 Fordable Streams Move: Unit must stop Move: Units must stop. Can Take Ground and Armor Pacific Battle: No battle on entry Overrun unless moving from adjacent hex. May Take Ground and Battle: No combat restrictions 2 Armor Overrun into hex 1 Rice Paddies Fish Ponds Pier Move: Unit must stop. Exit Move: Unit must stop. Exit adjacent. Impassable to Artillery adjacent. Impassable to Artillery Move: Units may only enter from Battle: Infantry and Armor cannot Land or Beach hex, not Ocean Battle: Armor cannot battle on battle on entry. Only Infantry may entry or exit. Armor may only battle on exit. Armor may only Take 1 Take Ground into hex 1 Ground into hex 2 Hill Caves -1 -1 Mountain Caves -2 -2 Rope Bridge -2 -2 vs. Japanese in caves Move: Infantry only - must be from Move: Infantry only. Japanese can move adjacent hill. Japanese can move to Move: Allows entry to empty caves as full turn and still battle empty caves as full turn and still battle to River hexes Battle: Japanese - must ignore all Flags. Battle: Japanese - must ignore all Flags. 1 Allied - may seal caves by rolling Star in Allied - may seal caves by rolling Star in 2 Close Assault, if adjacent hexes empty 2 Close Assault, if adjacent hexes empty Labor Camp -1 -2 Hospital HQ & Supply Tents

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 2 1 are healed 1 your hand

Aid Key: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check

Memoir ’44 Player Aid 4 Version 1.1 - November 2011 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 , Close Assault, Infantry Assault and Their Finest Close Assault. Hour.

Rules

Night Attacks Capturing Equipment Reinforcements Each turn the Allied When Capturing Equipment rules are in 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 aside; normal visibility is eliminated, the equipment is left in the Refer to Bridges in the Base Game section resumes. hex where the unit was killed.

Collapsible Rafts & Boats Infantry only. Units may enter Forward Spotting Rivers & Waterways but must Destroy Supplies When Forward Spotting Artillery rules are in stop. Battle out at -1 while in Refer to Supply Depot in the Terrain Pack section effect, a player occupying specific hexes can boats. Units cannot retreat; lose 1 use his Artillery units like Big Guns. figure if Flag rolled. Boat lost when units disembark.

Ergs & Ridges -1 -1 Coastlines Move: All movement is limited Move: Units must stop. to 1 hex unless on a Landing Mediterranean Craft. Cannot retreat onto Theater Battle: Dice reductions only apply to units attacking from Battle: Units cannot battle lower terrain 2 2 Units on same Hill feature Italian Royal Army Escarpments British Commonwealth Forces Stiff Upper Lip Motorized Divisions Move: Impassable A British Commonwealth Force (BCF) Italian ground units may retreat 1, 2, or 3 to all ground units. ground unit that survives a Close Assault hexes when a Flag is rolled against them. attack and is down to 1 figure may battle- back with 1 die. The battle-back roll Artillery Bravery ignores all Terrain Battle dice reductions. All Italian Artillery units may ignore 1 flag A BCF cannot battle-back after Ambush. rolled against them. 2 Clearing Road Blocks An engineer that moves onto a Road Block and can still battle, may remove it instead of battling.

Reserve Tokens Smoke Screen Abatis Only if LOS crosses Smoke Screen Move: Infantry only - These tokens Units in Smoke can see out and be seen. Units must stop and make up a players move no further that Campaign Strategic turn Book #1 Reserve Pool and When indicated, place tokens 1 are used to bring on any three adjacent continuous hexes. Lasts 2 turns: Battle: Infantry reserves onto the 1) Smoke Side Up, turn over after turn battles out at -1 die. board during a 2) Sun Side Up, remove after turn May remove Abatis campaign. No Movement or Battle restrictions. or battle Paradrop Armor Breakthrough Same rules as Sainte-Mère Église. When the Armor Breakthrough rule is in effect: Drop designated number of figures onto the board from about 1 foot (base Once during a specified scenario, a player game lid on edge). If any figure lands on impassable terrain, is touching an may deploy new Armor Units onto the board. The new units must enter occupied hex, or is off the board in any way, the figure is removed at no the opponent’s baseline unless stated otherwise. The turn they enter, Armor medal cost. If a figure lands safely, add three more figures to make a full units may not move. They may battle and Take Ground, but not Armor unit. New units may not battle or move the turn they land. Overrun. Units retreat as normal, toward the controlling player’s baseline.

Aid Key: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check

Memoir ’44 Player Aid 5 Version 1.1 - November 2011 Balkas -1 -1 -1 Move: Moving in or exiting must stop and move no further; can move Battle Maps directly to a bridge but must stop.

Battle: All units battle out at -1 die.

1 Units in Balkas =

Castle -1 -2 Winter Weather ★ Armor and Vehicles are limited to 2 hexes of movement. Winter Move: Units must stop. Roads still apply normally. ★ Armor Overrun and Taking Ground apply normally. Battle: No battle on entry. ★ Both Axis and Allied forces roll 1 die for Air Power card. -2 2 Reduced Visibility Temporary Medal Objective ★ Dice symbols rolled that match target, only hit in Close Assault The Victory Medal is only held as long as a unit remains in the ★ Grenades and Flags apply normally hex. If the unit vacates the hex for any reason (moves, forced to ★ Stars still score hits for units and cards that allow this retreat, or is eliminated), the medal is immediately placed back on ★ Barrage works normally, with target symbols scoring hits the objective hex.

Temporary Majority Temporary Majority Medal Medal Objective Objective (Turn Start) The Victory Medal for this group of objective hexes goes to the The Victory Medal for this group of objective hexes goes to the player who has an absolute majority of the hexes. The medal is player who has an absolute majority of the hexes at the start of his held as long as the side retains absolute majority. The medal is turn. The medal is held throughout the turn, as long as the player immediately lost when a side no longer has absolute majority. has absolute majority at the start of a turn. The medal is lost when a side no longer has absolute majority at the start of a turn. Permanent Medal Objective Permanent Medal Objective (Turn Start) The Victory Medal in this objective hex is captured and The Victory Medal in this objective hex is captured and permanently gained the moment a unit of the appropriate side permanently gained when the appropriate side occupies the hex enders the hex. The medal is not returned or put back in play, at the start of its turn. The medal is not returned or put back in even if the unit later vacates the objective hex. play, even if the unit later vacates the objective hex.

Last to Occupy Medal Sole Control Medal Objective Objective The Victory Medal in this objective hex is captured and gained the The Victory Medal for this group of objective hexes goes to the moment a unit from either side occupies this hex. The unit may appropriate side when it has at least one unit occupying any of the vacate the hex, but the Victory Medal is still held as long as an objective hexes and the enemy does not occupy any of these enemy unit does not occupy the objective hex. hexes. The medal is held as long as the appropriate side controls one hex and the enemy does not control any of the hexes. Sudden Death Objective As soon as the designated side fulfills the Sudden Death conditions set forth in the scenario, the game is immediately over and the player wins the game.

Veteran Star Position Control Veteran Stars represent the When Position control rules combat experience of your unit are in effect, a player that (s). If you obtain a Veteran eliminates an enemy unit in Star during the campaign, you close assault may choose to may assign it to any of your discard the medal obtained for eliminating that Campaign units at the beginning of a unit and Take Ground instead. Such a move is scenario, after the Reserve Roll. Book #2 only permitted if the enemy unit was on an objective medal and if taking this objective A Veteran unit rolls one additional die in ends the game. It remains impossible to gain Close Assault. A Veteran unit counts as more medals than the Victory Conditions a single Medal, like any other unit, specify. Yet, such a move may be very useful when eliminated. Each side may only when playing a Campaign, as objective medals have a single Veteran unit per scenario. count towards the objective track.

Aid Key: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check

Custom Rules and Ideas: ______

Memoir ’44 Player Aid 6 Version 1.1 - November 2011 Airplanes: Curtiss P-40 Warhawk Supermarine Spitfire Move: All planes may fly 1-4 hexes. Must end movement on an Battle: Ground Battle: Ground Interdiction -OR- Strafing Interdiction -OR- unoccupied hex. If plane is not Strafing Air Pack ordered and moved, it exits the board with no Air Check roll. 1942 > Battle: Refer to individual plane abilities. See Air Rules below 1942 >

Vought F4U Corsair Yakovlev Yak-1/7/9 Lockheed Battle: Ground Ground-Based Jan. 1943 > Yak-1 / Yak-9 P-38 Lightning Support -OR- Carrier-Based Sept. 1943 > Battle: Ground Support Eastern Front Battle: Ground Strafing. -OR- Strafing Yak-9 Support -OR- Aircraft Carrier October 1942> Carrier-Based June 1943 > Strafing capable (free action) Yak-7 Yak-1 / Yak-7 Battle: Ground Interdiction -OR- Strafing

Mitsubishi A6M Zero Fieseler Fi-156 Storch Messerschmitt BF-109 Battle: Kamikaze - Battle: Recon -OR- Battle: Ground OR- Strafing. Aircraft Rescue Interdiction -OR- Carrier Capable Strafing (free action)

Pacific Theater

Bomb Craters Exit Markers Destroyed Bridges Used as markers during Used in some scenarios to Place on top of bridges that have been Ground Interdiction. Place in designate specific hexes -or a destroyed. Refer to Bridges in the base game section to see how to Blow Up the hex with enemy units who range of hexes- through which Bridges. no longer count for the Air a unit may exit the board and Check roll during this turn. claim a Victory Medal. Does not allow units to enter River hexes

Air Power/Air Sortie Tokens If you play with Air rules: the Air Power / Air Sortie token must be considered as an Air Air Sortie Sortie card (Air rules p.3) for all purposes. Triggered by Air Sortie or equivalent. Negates Air • It does not count towards the player's total set of Command cards received at game's start, Check roll for planes already in the air. If airplane • It is not replaced with a new card when played, ordered using matching Section Card, Direct • It may be played in conjunction with a Section card. from HQ, or a Star rolled on Their Finest Hour, it If you do not play with Air rules: the Air Power / Air Sortie token must be played as an must make successful Air Check. Air Power card. A player may decide to use it instead of playing a Command card. Of course, he does not draw a new card after this action. Airplane must be ordered every turn or is Unused Air Power/Air Sortie tokens are lost after each scenario. removed at no medal cost. Air Check Airplanes on Ground Airplanes In The Air Roll a number of battle dice equal to: Move: May take off using Air Sortie or 1 order Only 1 airborne Airplane per side max, at all times • Air Check value of underlying terrain from appropriate section card. Do Air Check Move: May move 1-4 hexes and do a Special • +1 die for each adjacent enemy ground unit unless Air Sortie or equivalent is used Action. May fly over any hex but must end • +2 dice for each adjacent enemy Airplane movement in a vacant hex with no unit. Ground If any enemy units are adjacent, opponent rolls. Battle: Eliminated with 1 Grenade rolled. Cannot units may not move under airplanes. If any Grenades are rolled, Airplane is lost. It battle while on ground. Prevents adjacent becomes a Medal if enemy units were adjacent. enemies from attacking more distant units Battle: Ground units may shoot at more distant targets.

Ground Interdiction Ground Support Recon Special Action: Adjacent enemy ground units Special Action: Negates terrain and flag Special Action: If Airplane is adjacent to any cannot move during their turn and do not add to protection for all adjacent enemy units when enemy ground unit when you replenish your Air Check roll. Enemy units that move adjacent being attacked in Close Assault this turn by hand, you may draw 2 Command cards; choose 1 must stop, cannot battle, but add to Air Check roll. ground units. and discard the other. 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.

Carpet Bombing Strafing Special Action: After moving the plane, roll Special Action: Roll 1 die against enemy 2d on all adjacent ground units, enemy and units for up to 3 adjacent hexes. Ignore friendly, ignoring terrain protection of all Terrain die reductions. Finish movement before battling. Unit Symbols, Grenades hexes. Unit symbols and Grenades rolled and Stars are hits. Flags cannot be ignored apply as normal. Stars rolled also cause hits, and Flags rolled cannot be ignored.

Aid Key: = Blocked Line of Sight = Clear Line of Sight = Scenario Specific Ref. = Air Rules = Airplane Special Actions

Jesse «rasmussen81» Rasmussen Graphics and icons Copyright © Days of compiled this information and created the Wonder 2004-2011. Used with permission Memoir ’44 Player Aid Memoir ʼ44 Player Aid 7 from Days of Wonder, Inc. Version 1.1 - November 2011