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Game Objective
In Memoir '44: Eastern Front, players relive some of the most intense battles of World War II, focusing on the clashes between Axis and Soviet forces from the frozen shores of Lake Ladoga to the ruins of Stalingrad. The main objective is to conquer a specific number of Victory Medals, as detailed in each scenario. Some scenarios may present additional victory conditions, such as occupying specific village hexes or bridges.
Setup
Game setup varies according to the chosen scenario, but follows a general structure:
- Board: Use the standard Memoir '44 battlefield board. For a better visual experience in Winter scenarios, the Winter board can be used, if available.
- Terrain Hexes: Place terrain hexes as indicated in the scenario's "Setup Order." This expansion introduces new terrain types such as Trenches, City Ruins, Russian Villages, Winter Forest, Ravine, Swamps, Forest Hill, Village Hill, Frozen River, and Factory Complex.
- Units: Position unit figures (Infantry, Armor, Artillery) for each side (Axis and Russian) on the hexes indicated by the scenario. The expansion includes new figures for Russian Soldier, T-34 Tank, and ZIS-3 Anti-Tank Gun.
- Badges: Place Badges (such as Sniper, Russian Elite, Combat Engineers, Cavalry, Finnish Ski Troops) on the corresponding unit hexes, according to scenario instructions.
- Obstacles: Position obstacles such as Winter Bunkers and Dragon's Teeth, if indicated by the scenario.
- Minefields: If the scenario indicates Minefields, place all Minefield tokens with the landmine image facing up. Shuffle them and place one token randomly, face up (number hidden), on each indicated Minefield hex. Remaining tokens are returned to the box.
- Combat Star Tokens: Use Combat Star Tokens to mark special effects, unique events, or camouflage, according to the scenario's special rules.
- Command Cards: Each player receives a number of Command cards specified by the scenario.
- Commissar Token: The Russian player must choose a card from their hand and place it under the Commissar Token.
- Objective Medals: Place Objective Medals on the hexes that count for victory, according to the scenario's victory conditions.
Game Flow
The game progresses in alternating turns between players (Axis and Russian), starting with the player indicated in the scenario. Each player's turn generally follows these steps:
- Russian Player (with Russian Command Rules in effect):
- At the start of their turn, the Russian player chooses a card from their hand to place under the Commissar Token.
- Then, they receive the card that was previously under the Commissar Token and play it as their Command card this turn.
- Alternatively, instead of playing the card under the Commissar Token, the Russian player can choose to play a "Recon 1" or "Counter-Attack" card from their hand. If they do, the card under the Commissar Token is not used and remains there until the next turn.
- The Russian player can also play the "Ambush" card from their hand, according to normal rules.
- At the end of the turn, the Russian player draws a Command card to their hand, as usual.
- Axis Player (and Russian player without Russian Command Rules):
- Plays a Command card from their hand.
- Moves the units indicated by the card.
- Combats with the units indicated by the card.
- Draws a new Command card to their hand.
Actions and How to Play
Player actions are determined by the Command cards played and the specific terrain and unit rules. Below are details on the new elements introduced:
New Terrain Hexes
- Trenches:
- Movement: Infantry or Armor moving into a Trench must stop. Impassable to Artillery.
- Combat: Armor in a Trench cannot combat. Infantry and Armor reduce 1 combat die when attacking units in a Trench. Artillery has no reduction. Infantry in a Trench ignores the first flag rolled against them.
- Line of Sight: Do not block.
- City Ruins:
- Same effect as Villages and Hamlets (M44 p.14). Units in City Ruins ignore the first flag rolled against them. Only Infantry can enter.
- Russian Villages:
- Same effect as Villages and Hamlets (M44 p.14).
- Winter Forest:
- Same effect as Forest (M44 p.13).
- Ravine:
- Movement: Impassable to Armor and Artillery. No restrictions for Infantry.
- Combat: No restrictions. Infantry in a Ravine ignores the first flag rolled against them.
- Line of Sight: Does not block.
- Swamps:
- Movement: Infantry or Armor moving into a Swamp must stop. Units moving out of a Swamp can only move to one adjacent hex. Artillery cannot enter.
- Combat: Infantry in a Swamp have no restrictions. Armor cannot combat in the turn they move into, and out of, a Swamp. Armor that makes a successful Close Assault in a Swamp can Gain Ground, but cannot make a Mechanized Breakthrough.
- Line of Sight: Does not block.
- Forest Hill, Village Hill:
- For visual effect only. Forest Hill has the effect of Forest (M44 p.13). Village Hill has the effect of Village (M44 p.14).
- Frozen River:
- Can be crossed. When a unit moves or retreats onto a Frozen River, roll two Combat dice. For each Star rolled, 1 figure is lost. No other movement or combat restrictions.
- Factory Complex:
- By default, has the same effect as Villages and Hamlets (M44 p.14). Consult scenario-specific rules for additional details.
New Rules
- Russian Command Rules:
- The Russian player chooses a card from their hand to place under the Commissar Token. On the next turn, they play the card that was under the token.
- They can choose to play "Recon 1" or "Counter-Attack" from their hand, leaving the card under the token for the next turn.
- They can play "Ambush" normally.
- Blitz Rules:
- The Axis player can play a "Recon 1" card as an "Air Power Tactic" card in one section: target a group of 4 or fewer adjacent enemy units. Roll 1 Combat die per hex (Axis air attack).
- Armor Movement: Axis Armor can move up to 3 hexes and combat. Allied Armor can move 2 hexes and combat.
New Medals and Tokens
- Hero of the Soviet Union: Consult the manual for details on this section.
- Minefields:
- Placed on the board according to the scenario.
- When an enemy unit enters, it must stop. Flip the token to reveal the strength. If it's "0", remove it. Otherwise, roll Combat dice equal to the Minefield's strength. A hit is scored for each die that matches the unit symbol or grenade. Ignore other symbols, including flags. The Minefield remains with its strength visible.
- Friendly units that enter must stop, but ignore the Minefield (do not reveal it or roll dice).
- Have no effect on retreat movements.
- Combat Star Tokens:
- Represent special effects, unique events, and actions. Their use is indicated in the scenario's Special Rules.
- Camouflage: A Combat Star Token can mark units with Camouflage. They can only be targeted in Close Assault. The unit removes the Combat Star if it battles or moves.
New Obstacles
- Winter Bunkers:
- Same effect as a Bunker (M44 p.16). Either side can claim it as a defensive position.
- Dragon's Teeth:
- Movement: Only Infantry can enter and must stop.
- Combat: No restrictions.
- Line of Sight: Does not block.
New Badges
- Sniper:
- Commanded as Infantry. Moves as Special Forces Infantry (1 or 2 hexes and combats).
- Can combat when moving into terrain where normal Infantry cannot, but still stops in terrain that limits movement.
- Retreats up to 3 hexes instead of 1.
- Can target enemy Infantry or Artillery 5 or fewer hexes away, with line of sight. Combat dice are not reduced by terrain. Rolls 1 die, hits on target symbol, Grenade, or Star. Flag causes normal retreat. Cannot target Armor.
- Targeted normally, but only a Grenade symbol scores a hit. Removed upon taking a hit, does not count as a medal.
- If adjacent to an enemy, must combat it. If the only adjacent enemy is a tank (which it cannot combat), it must move before combating.
- Russian Elite:
- Indicates Russian Special Units. Consult the manual for details on this section.
- Combat Engineers:
- Moves and combats as a Standard unit.
- In Close Assault, ignores combat die reductions from terrain (enemies are not protected by terrain).
- In a wire hex, reduces 1 combat die and can remove the wire in the same turn.
- If it moves into a Minefield and can combat, it must clear the Minefield before combating. If it cannot clear, it detonates.
- Cavalry:
- Commanded as normal Infantry. Moves up to 3 hexes and combats.
- Can combat any enemy target 2 or fewer hexes away. Rolls 2 dice in Close Assault and 1 die against a target 2 hexes away.
- In a successful Close Assault, can Gain Ground and combat again (Mechanized Breakthrough rules, M44 p.11).
- Finnish Ski Troops:
- Finnish Special Forces Infantry units with 3 figures.
- Moves up to 3 hexes and combats. Rolls 3 dice in Close Assault and 2 dice against a target 2 hexes away.
- Can combat when moving into terrain where normal Infantry cannot, but still stops in terrain that limits movement.
- Retreats up to 3 hexes instead of 1.
End of Game and Scoring
The game ends when one of the players reaches the number of Victory Medals specified by the scenario. The player who first reaches or exceeds that number of medals wins.
Victory Medals are earned in various ways, depending on the scenario:
- Unit Elimination: Each eliminated enemy unit generally grants a Victory Medal.
- Scenario Objectives:
- Suomussalmi: 6 Medals. If Finnish units occupy 3 of 4 village hexes at the end of their turn, they win immediately.
- Gates of Moscow: 7 Medals. An Axis unit that captures the East bridge or the village of Mozhaisk counts as a Victory Medal. The medal is counted as long as the Axis unit remains on the hex.
- Breakthrough at Klin: 6 Medals. The villages of Golyadi and Nekrasino count as Victory Medals for the Axis as long as an Axis unit occupies them. An Axis unit that crosses the Frozen River and exits the Russian side of the battlefield counts as a Victory Medal and is removed from the game.
- Red Barricades Factory Complex: 10 Medals. The two Village hexes count as Victory Medals for the side that occupies them. Controlling the Barricades Factory (4 hexes) counts as 2 Victory Medals, requiring occupying more Building hexes than the opponent.
- Ponyri: 7 Medals. Controlling Ponyri counts as 2 Victory Medals (occupying more Building hexes than the opponent). The Russian side controls Ponyri at the start of combat.
- Breakthrough to Lisyanka: 7 Medals. An Axis unit that crosses the
Rules manual
Official PDF file
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