How to Play Memoir '44: Air Pack

(Web published), Days of Wonder · Board game · 2007
2 · best 2 60 min Weight 2.5/5
44.0 rating Ludopedia
7.5 rating BGG

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Step by step

1. Game Objective

With the introduction of Air Rules, Memoir '44 gains a new dimension. The objective is to use aircraft units to project force on the battlefield, carrying out specific missions and special actions to gain a tactical advantage over the opponent. Victory is achieved according to the conditions of each scenario, now enhanced by control of the airspace.

2. Setup

Assembly follows the guidelines for each specific scenario:

  • Air Sortie Cards: Unless the scenario indicates otherwise, each player receives one Air Sortie card at the start of the game. This card must be kept face-up, visible to the enemy, and does not count as part of the starting hand.
  • Distribution: In some scenarios, cards may be shuffled instead of dealt, or one side may receive initial air superiority.
  • Pre-positioned Aircraft: If indicated, aircraft may start on Airfields or Aircraft Carriers. You may use the Ready-for-Takeoff marker to indicate launch capability.

3. Game Flow

The game follows the standard turn structure, with the addition of the aviation phase:

  1. Order Phase: The player uses command cards to order units. An aircraft in flight must be ordered every turn; otherwise, it is removed from the board with no medal cost.
  2. Air Check Roll: Before the movement phase, if the aircraft is in flight, an Air Check Roll must be performed to verify its safety.
  3. Movement Phase: The aircraft moves up to 4 hexes.
  4. Combat Phase: The aircraft performs its Special Action of air combat.

4. Actions and How to Play

Air actions are governed by cards and aircraft types:

  • Playing the Air Sortie card: It can be played as a command card. The aircraft enters from any edge hex (except the middle ones). It can be played in conjunction with a section card, allowing you to order the aircraft and ground units simultaneously.
  • Equivalent Cards: Cards such as Air Power or Recon 1 (in specific scenarios) can be used as an Air Sortie. Unlike the original card, these are not kept face-up and cannot be combined with section cards.
  • Aircraft Limit: Only one aircraft per player may be on the battlefield. If a new one is ordered, the previous one must be removed, or the player simply performs the order without the Air Check Roll.
  • Special Actions: Each type of aircraft has a unique ability (e.g., Strafing, Ground Support, Ground Interdiction, Kamikaze Attack, Recon, or Rescue).

5. End of Game and Scoring

The game ends according to the medal criteria established in the scenario. Regarding the loss of aircraft:

  • Air Check Roll: If the die result includes at least 1 grenade, the aircraft is lost. The enemy gains a medal only if they have a unit adjacent to the aircraft at the time of the roll.
  • Aircraft on the Ground: If attacked and a grenade is rolled, they are eliminated. The attacker gains a medal.
  • Aircraft Carriers: If the aircraft carrier is sunk, the aircraft is eliminated and the attacker gains a medal for the ship.

6. Tips for Winning

  • Risk Management: Use the Air Sortie card to take off from airfields whenever possible, as this negates the need for the initial Air Check Roll, protecting your unit from accidental losses.
  • Action Synergy: Combine the Air Sortie card with section cards to maximize the efficiency of your turn, allowing the aircraft to act while your ground troops advance or hold positions.
  • Tactical Blocking: Use Ground Interdiction to prevent the movement of crucial enemy units, forcing the opponent to spend turns trying to bypass your aircraft or risk the Air Check Roll.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Memoir '44: Air Pack rulebook or browse it online with our AI rules assistant.
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Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Memoir '44: Air Pack?
With the introduction of Air Rules, Memoir '44 gains a new dimension. The objective is to use aircraft units to project force on the battlefield, carrying out specific missions and special actions to gain a tactical advantage over the opponent. Victory is achieved according to the conditions of each scenario, now enhanced by control of the airspace.
How do you set up Memoir '44: Air Pack?
Assembly follows the guidelines for each specific scenario: Air Sortie Cards: Unless the scenario indicates otherwise, each player receives one Air Sortie card at the start of the game. This card must be kept face-up, visible to the enemy, and does not count as part of the starting hand. Distribution: In some scenarios, cards may be shuffled instead of dealt, or one side may receive initial air superiority. Pre-positioned Aircraft: If indicated, aircraft may start on Airfields or Aircraft…
How do you play Memoir '44: Air Pack?
The game follows the standard turn structure, with the addition of the aviation phase: Order Phase: The player uses command cards to order units. An aircraft in flight must be ordered every turn; otherwise, it is removed from the board with no medal cost. Air Check Roll: Before the movement phase, if the aircraft is in flight, an Air Check Roll must be performed to verify its safety. Movement Phase: The aircraft moves up to 4 hexes. Combat Phase: The aircraft performs its Special Action of air…
How does Memoir '44: Air Pack end, and how do you score?
The game ends according to the medal criteria established in the scenario. Regarding the loss of aircraft: Air Check Roll: If the die result includes at least 1 grenade, the aircraft is lost. The enemy gains a medal only if they have a unit adjacent to the aircraft at the time of the roll. Aircraft on the Ground: If attacked and a grenade is rolled, they are eliminated. The attacker gains a medal. Aircraft Carriers: If the aircraft carrier is sunk, the aircraft is eliminated and the attacker…
What are some tips for winning Memoir '44: Air Pack?
Risk Management: Use the Air Sortie card to take off from airfields whenever possible, as this negates the need for the initial Air Check Roll, protecting your unit from accidental losses. Action Synergy: Combine the Air Sortie card with section cards to maximize the efficiency of your turn, allowing the aircraft to act while your ground troops advance or hold positions. Tactical Blocking: Use Ground Interdiction to prevent the movement of crucial enemy units, forcing the opponent to spend…
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