Memoir '44 Official Rules - Eastern Front
The original rules book is available from the DoW site:
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Eastern Front 4.2MB |
Russian Command Rules

Deal Command cards to each side per the scenario's briefing notes. The Russian player must then select one card from his hand and place it under the Commissar Chip. The Command card under the Commissar Chip is the Command card he will play on his next turn. When the Russian player takes his turn, he selects one card from his hand to be placed under the Commissar Chip and takes the card that is under the Commissar Chip and plays it as his Command card this turn. At the end of his turn, the Russian player draws a new Command card into his hand as normal.
On the Russian player's turn, in lieu of playing the Command card already committed under the Commissar Chip, the Russian player may choose to play from his hand a 'Recon 1' Command card or a 'Counter-Attack' Command card. The Command card under the Commissar Chip is not used and remains under the token until the next turn. The Russian player may also play the Ambush card from his hand per the standard rules.
Blitz Rules
Scenarios occurring in the early years of WWII often use the
Blitz Rules
- The Axis player may play a 'Recon 1' card as an Air Power Tactic card in that section (at least one target hex must be in the section): target a group of 4 or fewer enemy units adjacent to each other. Roll 1 battle dice per hex (Axis air attack).
- Armor movement is amended as follows: An ordered Axis armor unit may move up to 3 hexes and battle while an ordered Allied armor unit may only move up to 2 hexes and battle.
Easterm Front Terrain Tiles
Trenches

Air check: 1
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- Movement: An Infantry or an Armor unit that moves onto a Trench hex must stop and may not move further on that turn. A Trench is impassable to Artillery.
- Battle: An armor unit on a Trench hex may not battle. When battling an enemy unit that is on a Trench hex, Infantry and Armor reduce the number of Battle dice rolled by 1, and Artillery Battle dice are not reduced. An Infantry unit in Trenches may ignore the first flag rolled against it.
- Line of Sight: Trenches do not block line of sight.
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City Ruins

Air check: 2
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By default, City Ruins have the same effect as a Town & Village hex. In addition, a unit on a City Ruins hex may ignore the first flag rolled against it. Only Infantry units may enter a City Ruins hex.
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Russian Villages

Air check: 2
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Russian Villages have the same effect as a Town & Village hex.
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Winter Forest

Air check: 2
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A Winter Forest hex has the same effect as a Forest hex, and is used here for better visual effect.
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Ravine

Air check: 1
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- Movement: Impassable to Armor and Artillery. No movement restrictions for Infantry.
- Battle: No combat restrictions. An Infantry unit on a Ravine hex may ignore the first flag rolled against it.
- Line of Sight: A Ravine does not block line of sight.
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Marshes

Air check: 1
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- Movement: An Infantry or Armor unit that moves onto a Marsh hex must stop and may not move furtheron that turn. A unit that leaves a Marsh hex may only move onto an adjacent hex. An Artillery unit may not enter a Marsh hex.
- Battle: An Infantry unit on a Marsh hex does not have any battle restrictions. An Armor unit may not battle, the turn it moves onto, or out of, a Marsh hex. An Armor unit that makes a successful Close Assault Combat on a unit in a Marsh hex may Take Ground but may not make an Armor Overrun.
- Line of Sight: A Marsh hex does not block line of sight.
Note: although these marshes are snowy, they are played exactly
like the ones in the Terrain Pack expansion.
 
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Hill with Forest, Hill with Village
 
Air check: 2
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The Hill on Forest has the same effect as a Forest, and the Hill with Village has the same effect as a Village, but both provide elevation.
Since Winter Hills are not available in Eastern Front, their elevation doesn't come into play for included scenarios.
However, if these hexes were used near Winter Hills, then units attacking from them to nearby hills would not suffer the -1 lower elevation penalty and would benefit from the plateau effect of connected hills.
Example: Firefight in Neffe (Overlord scenario that also requires Winter Wars and possibly Winter Hills from the Air Pack has a Hill with Village within 3 spaces of Winter Hill hexes.)
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Frozen River
 
Air check: 1
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The river is frozen and may be crossed. The ice, however, in some parts is not thick, nor safe. Whenever a unit moves or retreats onto a Frozen River hex, roll two battle dice. For each Star rolled, 1 figure is lost. There are no other movement or battle restrictions.
Units that are destroyed by a Star, count as a medal for the opposing player.
Note: Some scenarios using the Winter Board and hexes, use Frozen River hexes for cosmetic effect only, and declare: "Despite its appearance, the River is not frozen enough to cross. It is impassible except at the bridges."
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Factory Complex

Air check: 2
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See specific scenario rules for Factory Complex. By default, it has the same effect as a Town & Village hex
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Eastern Front Obstacles
Winter Field Bunkers

Air check: 2
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Although it looks like a Bunker, it is played as a Field Bunker: either side may claim it as a defensive position.
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Dragon's Teeth

Air check: 1
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- Movement: Only Infantry may enter a Dragon's Teeth hex. An Infantry that enters a Dragon's Teeth hex must stop and may not move further on that turn.
- Battle: No combat restrictions.
- Line of Sight: A Dragon's Teeth hex does not block line of sight.
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Eastern Front Units
Sniper
 
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Place a single Infantry figure and a Sniper Badge in the hexes indicated in the scenario. A Sniper is ordered like an Infantry unit. An ordered Sniper:
- May move like a Special Forces infantry unit, 1 or 2 hexes and battle.
- May battle when he moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. He must still stop and move no further in any terrain that limits movement.
- May retreat up to 3 hexes instead of the standard 1 hex on any retreat flag rolled.
- An ordered Sniper unit may target an enemy infantry or artillery unit 5 or fewer hexes away.
 - A Sniper must have line of sight to its target. See Range 4-5 examples based on the Online game's determination.
- A Sniper cannot target an armored unit.
- A Sniper ignores battle dice reduction from target terrain, but not from its terrain (e.g. wire).
- A Sniper will roll 1 die in combat and scores one hit on a target symbol, Grenade or Star symbol rolled. A flag will cause the target unit to retreat as normal.
- Firefight, Close Assault, Their Finest Hour, etc. gives +1 die to Sniper's attack.
- A Sniper may be targeted as normal; a Grenade symbol will score a hit, but not Infantry symbols.
- If a Sniper cannot retreat then a Flag symbol will hit.
- Stars from other Snipers or Air Power will hit.
- The Sniper is removed when hit and does not count as a medal.
Example: The Quarry of Cleury
Note: If a Sniper is adjacent to an enemy unit it must combat the adjacent unit. If the only adjacent unit is a tank, which a Sniper cannot target, the sniper must move before he may battle.
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Cavalry

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The Infantry with a Cavalry badge are Cavalry units. Place 4 Infantry figures and a Cavalry Badge in the hexes as
indicated in the scenario. A Cavalry unit is ordered like a regular infantry unit. An ordered Cavalry unit:
- May move up to 3 hexes and battle.
- May battle any enemy target 2 or fewer hexes away. It rolls 2 dice in Close Assault and 1 die against a target at 2 hexes.
- May, on a successful Close Assault Combat, take ground and battle again, using the same rules as the Armor Overrun Combat.
- Example: Counter-attack at Sverchkovo

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Finnish Ski Troops

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The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish
them from the other units. These units only have 3 figures. An ordered Ski unit:
- May move up to 3 hexes and battle. It rolls 3 dice in Close Assault and 2 dice against a target unit 2 hexes away.
- May battle when the unit moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. The unit must still stop and move no further in terrain that limits movement.
- May retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.
- May move up to 3 hexes and battle when ordered by Infantry Assault, but may not move 4, unless using a movement bonus from a Road or Frozen Ground card.

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