Terrain
Beaches
✪ Maximum movement onto beaches is 2 hexes.
✪ No combat restrictions
✪ Taking Ground and Armor Overrun remain possible
✪ Do not block line of sight
Q. When an Armor unit moves two hexes along clear terrain, may it enter a Beach hex as its third hex of movement?
A. No. A unit that moves onto a Beach hex during any part of its movement phase (it does not matter if it’s the first or second hex) may only move two hexes for its total movement this turn. The unit, however, may Take Ground or Armor Overrun and gain an additional hex of movement that way.
Examples:
- An Armor unit moves ashore from the Ocean. The first hex is a Beach. The Armor can only move one more hex because it is limited to two hexes total.
- An Armor unit moves from one Beach hex to another. The next hex is open ground, but the unit must stop after entering the open ground because it moved onto a Beach hex first and is limited to two hexes.
- An Armor unit moves across one open hex then onto a Beach hex. It must stop when it enters the Beach hex because the two hex limit applies when the unit enters the Beach hex.
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Q. Can a unit move (not retreat) from a Beach hex back onto an Ocean hex?
A. Yes. Although it seems strange, units can move from a Beach hex onto an Ocean hex or from one Ocean hex to another.
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Q. Is Desert terrain different than Beaches, even though they look similar?
A. Yes. Desert terrain is played just like open countryside terrain.
Bunkers
✪ Infantry may move in and battle
✪ Bunkers have 360° arc of fire
✪ Impassable by Armor & Artillery
✪ Block line of sight
✪ Original owner’s units may ignore 1 flag
✪ Artillery in bunker may not retreat, must take loss instead
Q. When the Special Rules say that “only the Axis can claim Bunkers as a defensive position”, does that mean that Bunkers are impassable to Allies?
A. No. Allied Infantry units can move onto the Bunker hex, but they will not benefit from any terrain protection; it is like Allied Infantry are on an open countryside hex.
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Q. If a Bunker is sitting on a Hill, do the terrain modifiers stack? Meaning that tanks are at -3 and Infantry -2 to shoot into the hex?
A. No. Battle dice terrain reductions in the same hex are not cumulative. The highest modifier is the only one that applies (so the Bunker on a Hill offers the same defense as the Bunker on a countryside hex).
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Q. Bunkers state that units may ignore the first Flag, but the Barrage and Air Power cards state that Flags may not be ignored. When attacking a unit in a Bunker with one of these cards and a Flag is rolled does the unit in a Bunker have to retreat?
A. Yes. Flags rolled against the unit in a Bunker from a Barrage and Air Power attack may not be ignored.
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Q. For Artillery in Bunkers, Flags are treated as a hit. Does Artillery in a Bunker still ignore the first Flag?
A. Yes. Basically an Artillery unit in a Bunker may not retreat. Therefore it must lose one figure for each retreat Flag that cannot be completed. But like all other units in a Bunker hex, it may ignore the first Flag rolled against it. In other words, it takes two Flags to force it to retreat and take one hit, and three Flags for two hits.
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Q. Does moving onto a Bunker stop movement for an Infantry unit?
A. No, Infantry movement is not limited, but the presence of a Bunker makes a hex impassable to Tanks and Artillery.
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Q. Does moving onto a Bunker let a standard Infantry unit battle even if they moved twice to get there?
A. No. Certain cards will allow standard Infantry units to move two hexes and attack, but Bunkers themselves do not create that ability.
Forests
✪ Unit moving in must stop and may move no further on that turn
✪ Unit moving in cannot battle
✪ Block line of sight
Q. My unit is located on a Forest hex, and is attacking an adjacent unit which is also on a Forest hex. Does the Forest protect the target unit or, like Hills, is there no protection because both units are on Forest hexes?
A. Each Forest hex is considered separate, so the protection and terrain effects always apply.
Hedgerows
✪ Unit moving in must stop and may move no further on that turn
✪ Block line of sight
✪ Unit moving in cannot battle that turn
✪ To enter or take ground, unit must start its move from adjacent hex
✪ When exiting, unit must stop on adjacent hex, may still Take Ground
Q. Can a unit retreat onto a Hedgerow hex even if they didn’t start the turn adjacent to the hex (e.g. they get two retreat Flags against them and would end their turn in a Hedgerow)?
A. Yes. Retreating allows you to ignore normal terrain movement restrictions. Note: Impassable terrain is still impassable to retreating units.
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Q. If a unit moves one hex out of a Hedgerow and makes a successful Close Assault, can the unit Take Ground or Armor Overrun?
A. Yes.
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Q. May a unit start adjacent to Hedgerow hex, move to another hex adjacent to the Hedgerow, attack an enemy unit on a Hedgerow hex and then Take Ground into the Hedgerow hex?
A. No, Hedgerows slow troops down. If a unit wants to move onto the Hedgerow hex, the unit cannot move on the same turn it enters a Hedgerow hex.
Hedgehogs
✪ Infantry may move in or through, and battle
✪ Do not block line of sight
✪ Impassable by Armor & Artillery
✪ No combat restrictions
✪ Infantry in hedgehogs may ignore 1 flag
Q. Do Hedgehogs block Landing Craft from moving onto the hex?
A. Yes.
Hills
✪ No movement restrictions
✪ Block line of sight (except from adjacent contiguous hills at same height)
Q. Is there a die reduction when a unit is attacking from one Hill hex to another Hill hex?
A. No. There is only a reduction for attacking from a lower elevation.
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Q. Can an Infantry or Armor unit on a Hill hex see over a terrain hex that blocks Line of Sight?
A. No. Terrain (Towns, Forests, Hedgerows, Bunkers, etc) and units, both friendly and enemy, still block Line of Sight.
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Q. Can an Infantry or Armor unit on a Hill hex see over a terrain hex that blocks Line of Sight if the target unit is also on a Hill hex?
A. No. Also note that when there is a group of Hill hexes together, an enemy unit on ground level, or on a nearby but separate Hill, will only have Line of Sight to the front Hill hexes (the first rank). The same is true in reverse; a unit cannot see over a Hill to an enemy at ground level or on a nearby but separate Hill. The plateau explanation in the rules is there because Hills (along with Mountains and Ergs & Ridges) don’t block Line of Sight when they are in a contiguous group with terrain of the same elivation. Note: Look for the scenario Hills (Examples of Line of Sight) in the Official Scenarios section online for a visual explanation, or go to the following link: http://www.daysofwonder.com/memoir44/en/editor/view/?id=1096
Oceans
✪ Maximum movement in ocean is 1 hex
✪ Unit cannot battle when in ocean
✪ Unit cannot retreat onto ocean
✪ Do not block line of sight
Q. How many Ocean hexes are there on the Beach side of the board?
A. There are two Ocean hexes. The row that has some sand on it acts as Ocean for the purpose of terrain. If a unit is on any of the first three hexes and is forced to retreat, it must lose a figure because it cannot retreat into Ocean hexes.
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Q. What is a Shore hex?
A. For reference, an Ocean hex adjacent to a Beach hex is considered a Shore hex. A Shore hex contains both Ocean and Beach, and the movement and battle details can be found on the Terrain 7 - Ocean summary card.
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Q. Does a unit have to move from an Ocean hex to a Beach hex?
A. No. A unit can move from an Ocean hex to any terrain hex, as long as the hex is not impassable for the unit.
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Q. Can a unit move (not retreat) from a Beach hex back onto an Ocean hex?
A. Yes. Although it seems strange, units can move from a Beach hex onto an Ocean hex or from one Ocean hex to another, though movement is still restricted to one hex in the Ocean.
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Q. How do you play the Coastline Hexes that are found in the Mediterranean scenarios, since they are not listed in the Card Compendium and don’t have their own summary card?
A. Essentially, Coastline hexes are treated exactly the same as Ocean hexes. A Coastline hex contains both water and Beach, with movement and battle details on Terrain 7- Ocean summary card.
Bridges
✪ No movement restrictions, unless the bridge is destroyed
✪ No combat restrictions
✪ Do not block line of sight, unless stated otherwise in Special Rules
Q. Does a Bridge block Line of Sight?
A. No, unless stated otherwise in a scenario’s Special Rules.
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Q. Do you have to be adjacent to the Bridge to blow it?
A. No. Blowing up a Bridge is a card play that does not require a unit to be adjacent to the Bridge unless stated otherwise in the Special Rules. Note: The rules for blowing up a Bridge are not permanent rules, but rather scenario-specific additions, outlined in the Special Rules section of each scenario.
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Q. Does the orientation of the Bridge matter, or can a unit move onto the Bridge from any adjacent non-waterway hex?
A. A unit may move onto a Bridge from any adjacent non-waterway hex.
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Q. Can I move from a River hex onto a Bridge?
A. No, because a River hex is impassable terrain. Units cannot move directly from a Collapsible Raft or Boat to a Bridge either. Note: Units may not move or retreat from a Frozen River onto a Bridge or vice versa.
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Q. Can I move sideways from one Bridge to another Bridge if they are right next to each other?
A. No. A unit may only move onto a Bridge from an adjacent non-waterway hex.
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Q. Does a Bridge over a River prevent a unit from moving one additional hex of Road movement?
A. Yes. A Bridge will cut off the Road movement bonus.
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Q. In the Nijmegen Bridges scenario, can a Special Forces Infantry unit, moving along the River, directly capture the Bridge?
A. No. A unit may only enter a Bridge hex from a land hex not directly from a Collapsible Raft & Boat. A unit could battle and eliminate an enemy unit on the Bridge but could not Take Ground onto the Bridge.
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Q. Can an Infantry unit in a Collapsible Raft or Boat go under a Bridge?
A. No.
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Q. Does a Bridge on a River Y hex or River Branch limit movement across this forked waterway?
A. Putting a Bridge on a River hex of any kind allows that hex to be treated as if it were open terrain. So as long as a unit moves from a non-water terrain hex to another non-water terrain hex across a Bridged River hex it will not be limited in any way.
Sandbags
✪ If occupant leaves, remove sandbags
✪ Occupant may ignore 1 flag
✪ Do not block line of sight
Q. When a unit with Sandbags in its hex leaves (moves or retreats) or is destroyed, are the Sandbags removed?
A. Yes.
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Q. If defense is not cumulative, what is the advantage of putting Sandbags on a building terrain?
A. It allows the unit to ignore the first Flag.
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Q. Are there any restrictions to placing Sandbags?
A. Sandbags may be placed on any countryside or terrain land hex, including a hex with a Bridge. This means they can be placed on hexes with Bunkers, Hedgehogs, Barbed Wire, Dams, and Marsh hexes. Note: Sandbags may not be placed on Ocean hexes or Fords as they are not considered land hexes for this purpose.
Examples:
- When a unit does not benefit from any protection for its terrain, the Sandbags reduce the number of Battle dice rolled by one when attacked by Infantry or Armor.
- Battle dice terrain reductions and the Sandbag Battle dice reduction are not cumulative when Sandbags are placed on a hex with other terrain.
- Sandbags will allow a unit to ignore the first Flag rolled against it. Note: A unit may ignore the first Flag rolled against it each time it is being attacked.
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Q. Does a Sandbag on a Hill protect the unit behind the Sandbag from an enemy unit firing from another Hill?
A. Yes, since the attacking unit is firing from the same level the Sandbags provide -1 dice as well as permit the defending unit to ignore one Flag.
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Q. On the Dig-In card it says to place an “available” Sandbag on a hex. Does it mean only my color or any color Sandbag?
A. The statement means that you are limited to the 12 Sandbag pieces found in the game. The color of the Sandbag piece does not matter.
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Q. On the Dig-In card, it says, “Issue an order to 4 Infantry units. The units improve their position by…” Since the card says the Infantry receive an order, does that mean they can move and fire in addition to placing Sandbags?
A. No. They may only place the Sandbags, with no movement or combat.
Cliffs & Sea Bluffs
✪ Moving up from/down on beach is a 2 hex move for Infantry
✪ Armor/Artillery may not move up/down from beach
✪ Cliffs only - Infantry may not Take Ground from the beach
✪ Treat as normal hill from inland side for movement and battle
✪ Treat as normal hill from both sides for retreat
✪ Block line of sight (except from adjacent contiguous hills)
Q. On the Omaha Beach scenario do Hills only count as Cliffs from Beach hexes or is it the direction you’re coming from that matters? Are the Hills above the Beach line just normal Hills?
A. The Hills on Omaha Beach next to a Beach are Cliffs & Sea Bluffs. Moving up a Sea Bluff Hill hex from a Beach hex is a two- hex move. From a countryside hex, moving up the Sea Bluff Hill hex is the same as moving up a normal Hill.
Sea Wall
✪ No movement restrictions
✪ If initial occupant leaves, do not remove sandbags
✪ Unit behind Sea Wall may ignore 1 flag
✪ Does not block line of sight
Q. In the Omaha Beach scenario two Sandbag pieces act as a Sea Wall, a permanent improved position feature. Does this mean that they stay on the board, even if the hexes they protect are abandoned?
A. Yes. The Sea Wall may not be removed and units may move through the Sea Wall hex as normal.
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Q. May the Axis player use the Sea Wall as a defensive position?
A. No. The Sea Wall only protects the Allies.
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Q. Is this FAQ book current and official?
A. This document is the Official Memoir ‘44 FAQ, but may not include all of the most recent questions. Check the bottom right corner of any page to see how current this version of the FAQ document is. If you have a question and can’t find the answer in this FAQ Book, check the FAQ thread on the forums at www.memoir44.com because that is
where questions are asked and answered before they make it into this FAQ document.
Steep Hills
✪ Some scenarios may designate hills as being steep
✪ Movement up onto steep hill is a 2 hex move
✪ Movement down hill, or from hill to hill, is a 1 hex move
✪ Block line of sight (except from adjacent contiguous hills at same height)
Q. Can an Armor unit on an open terrain hex that has Close Assaulted an enemy unit on a Steep Hill Take Ground and Armor Overrun if that enemy unit is eliminated or retreats (even though movement up a Steep Hill is a two-hex move)?
A. Yes. Taking Ground up a Steep Hill is possible. An Armor unit may Take Ground and then do an Armor Overrun attack.
Towns & Villages
✪ Unit moving in must stop and may move no further on that turn
✪ Unit moving in cannot battle
✪ Armor battles out at -2 dice
✪ Block line of sight
Q. Can an Armor unit ever attack from a Town hex and target an enemy unit in another Town hex?
A. No. Armor attacking out of a Town hex is -2 dice and targeting a unit on a Town hex is -2 dice resulting in no dice rolled. The only possible exception would be a Flame Thrower Tank or a Tank Destroyer (see below).
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Q. How can a Flame Thrower Tank unit or a Tank Destroyer attack from one Town hex into another Town hex?
A. Flame Thrower Tanks battle with three dice, +1 die when ordered by Their Finest Hour, Armor Assault or Close Assault = 4 dice. Battle out of Town -2 dice, target enemy unit in adjacent Town hex -1 die (Flame Thrower Tanks terrain Battle dice reduction limited to one max in Close Assault) so in the end, the attack would be with one Battle die. The same would be true for a Tank Destroyer that does not move, except it would not have any reduction for the target Town hex. Note: Combat Cards could also be used to increase attack dice enough to allow Armor to attack from one Town hex to another.
Wire
✪ Unit moving in must stop and may move no further on that turn
✪ Does not block line of sight
✪ In wire, infantry battles out at -1 die
✪ Infantry may remove wire instead of battling
✪ Armor removes wire and may still battle
Q. Can an Infantry unit battle on the same turn in which it enters Wire?
A. The Infantry unit must make a choice between fighting at -1 die OR removing the Wire and not battling this turn. When an Infantry unit moves onto the Wire hex after moving two hexes and is not able to battle this turn, it may not remove the Wire.
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Q. Terrain has no effect on retreat moves. Is this true for the Wire too?
A. Yes. A unit’s retreat is not stopped when retreating through a hex with Wire. Note: Wire is a subset of Terrain along with other obstacles like Bunkers, Hedgehogs, and Sandbags.
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Q. May an Armor unit that retreats onto a hex with Wire remove the Wire?
A. No. Look at the act of removing Wire by an Infantry or Armor unit as an offensive action. Therefore an Armor unit retreating onto or through a hex with Wire will not remove the Wire. Note: If an Armor unit attacks out of Wire it had to retreat into, the Wire is removed after the attack. If an Armor unit simply moves out of Wire it had to retreat into, the Wire is not removed.
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Q. Can you Take Ground or do Armor Overrun after moving into Wire?
A. No. You cannot move any further on the turn you move into Wire.
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Q. If an Armor unit moves onto a hex with Wire, does it have to remove the Wire?
A. Yes.
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Q. Can a Standard Artillery unit remove Wire?
A. No.
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Q. What advice do you have for players who are trying to create their own scenarios?
A. Scenarios you design should be playtested more than one time. Playing a scenario solo does not count as a good playtest. Don’t add a lot of Special Rules to your scenario; Memoir already has its fair share of rules. Besides, we have played hundreds of scenarios with lots of rule ideas, so limiting rules to what has been officially published will actually help maintain consistency and continuity. I sure would like to avoid contradictory statements between official and community designed scenario rules.
– Richard Borg ⟨Designer of Memoir ’44⟩
Airfields
✪ When Air rules are in effect airplanes may take-off from, or land on, Airfields
✪ No movement restrictions
✪ No combat restrictions
✪ Do not block line of sight
Q. What is a friendly Airfield?
A. Any Airfield hex or a group of hexes (in the case of a large Airfield) whose hexes are not currently occupied by any enemy unit(s). As strange as it sounds, this might mean that a friendly Airfield can be found behind enemy lines, although be careful when landing near enemy ground units because Airplanes are vulnerable when they are on the ground.
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Q. When an Airfield is made up of several contiguous hexes, may an Airplane land on a vacant Airfield hex, if units occupy one or more of the other Airfield hexes?
A. Yes, provided that none of these units are enemy units.
Dams
✪ No movement restrictions for Infantry
✪ Block line of sight
✪ Impassable to Armor and Artillery
✪ No combat restrictions
✪ Unit may ignore 1 flag
Q. When a Dam is Sabotaged, is the unit on the Dam eliminated?
A. No. Sabotaging a Dam does not mean the Dam is blown up. The Dam terrain hex, when Sabotaged, is not removed and the unit on the Dam is not eliminated.
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Q. Are dice rolled each turn, after the sabotaging player’s Command Card is played, regardless of the sector? For example, if you were playing a center section card, would dice still be rolled if the Dam was in one of the flanks?
A. Yes. You roll to Sabotage as long as one of the Dams is occupied by a sabotaging unit.