Purpose
This page will list rules errors or problems encountered while playing Official Scenarios (as opposed to Expert Scenarios, a.k.a. Scenarios from the Front [SFTF]) in Memoir'44 Online. These errors are almost certain to also occur in user-created Expert Scenarios. Official announcements in the forums state that the Official Scenarios are the priority of rules clarifications and tech support for the Online game. Hopefully, once these are corrected, then they should work automatically in your expert scenarios too. A lengthy list of problems in the Expert Scenarios can be found in the
Unsupported Items page.
Format
Card/Terrain (in ABC Order)
Issues
Air Strikes
- There's a cheat that allows you to play a Recon-as-Air Strike for the wrong section. Not Fixed.
- Battle of Warsaw, Battle for Hill 178, Breakout at Klin, Counter-Attack at Arras, Counter-Attack at Mortain, Gates of Moscow, Lipovec, Red Barricades Factory, Russian Breakout.
- Recon-as-Air Strike (Blitz or Hill 317) does not target units in the order you click on them. All units on row closest to Axis baseline are shot before units closer to Allied baseline. Then units closer toward Allied Left are shot before units closer to the Right. In the Editor's system, it's all of row 9 before any on row 8, then column A (or a) before column B (or b) and so on.
Ambush
- If you choose to set Ambush to manual and activate it, your opponent can tell by the delay it takes you to answer yes/no that you have the card in hand. The battle arrows change color to a white line of arrows that is a giveaway, too (see pic below).
A fix would allow you to click on either an attacking unit or one of the Ambush lines that show up, while your opponent is still doing his movement or considering his battles. If that attack isn't made or that unit doesn't attack, then no Ambush occurs and your opponent won't know you have the card.Current Solution: Set Ambush to Automatic, then activate (raise) it or deactivate (lower) it as required, and hope the AI picks the target you want.

(Pic: German player holds Ambush; the Allied player now knows from the white arrows and delay).
- Units in the ocean should not be able to shoot with Ambush. Ambush Not Fixed in Manual-mode .
May have been Fixed on Automatic-Mode January 2014.- First Assault Wave, Gold Beach, Guam Landings, Juno Beach, Pointe du Hoc, Sword Beach, Utah Beach, Wake Island
- Sniper shouldn't be able to Ambush a tank unit. Not Fixed.
- Tanks should not be able to fire when they are in trenches and Ambush is used. Ambush Not Fixed in Manual-mode .May have been Fixed on Automatic-Mode January 2014.
Anti-Tank Gun (Early War)
- Behind Enemy Lines should not allow Anti-Tank Guns (Early War) to battle after moving. Not Fixed.
Note: this rule was determined AFTER the Online game was released, and after the Dec. 2011 fix of Air Strikes vs. Sandbags/Ruins/Fortress problem.- 1st Armoured to the Rescue, Flanking Manuever at Bir Hakeim, Hellfire Pass, Into the Cauldron
Artillery Bombard
- After you attack with an artillery once, it is no longer highlighted (your Armor is still highlighted during an Armor Overrun). You have to click on the same artillery to get its second battle. If you click on another artillery then you lose the 2nd battle with the previous artillery. Not Fixed.
- Players don't know that Mobile Artillery cannot move and attack with this card until they try. A reference card update for Mobile Artillery (right click) is needed.
Behind Enemy Lines (BEL)
- Combat Engineers ordered by BEL should have to clear minefield instead of battling.
- Bretel Wood, Flanking Maneuver at Bir Hakeim, The Meat Grinder, Red Barricades Factory
- If a Battle Back (a.k.a. British Commonwealth Forces or "Stiff Upper Lip") rolls a flag against a BEL battle, you lose your attack after retreating, but you should still get the second movement (like after a retreat from Ambush).
(I confirmed, with difficulty, lack of 2nd movement. -JFK)- 1st Armoured to the Rescue, Counter-attack at Arras, Dug in at Sidi Omar, Escape via the Coastal Road, Flanking Maneuver at Bir Hakeim, Hellfire Pass,Into the Cauldron, Panzers versus Grants, Sidi Rezegh Airfield
- Behind Enemy Lines should not allow Anti-Tank Guns (Early War) to battle after moving. (See above.) Not Fixed
- 1st Armoured to the Rescue, Flanking Manuever at Bir Hakeim, Hellfire Pass, Into the Cauldron
Bluffs
- Moving up/down a Bluff (hill-beach) should cost 2 moves for infantry. But Infantry on the hill can move down to the beach and still attack when ordered with cards besides Infantry Assault. Note: Under special rules in the online scenario this rule is left out, but the reference card still has it.
British Commonwealth Forces
- Battle Back die roll sometimes occurs offscreen (when a lone-figure unit in bunker or sandbag answers "Yes" to ignore flag). If it's a miss, nothing shows; if it's a hit, a figure is destroyed.
- 1st Armoured to the Rescue, Counter-attack at Arras, Dug in at Sidi Omar, Escape via the Coastal Road, Flanking Maneuver at Bir Hakeim, Hellfire Pass, Into the Cauldron, Panzers versus Grants, Sidi Rezegh Airfield
- If a Battle Back (a.k.a. British Commonwealth Forces or "Stiff Upper Lip") vs a Behind Enemy Lines attack rolls a flag then you lose your attack after retreating, but you should still get the second movement (like after a retreat from Ambush). (See above.)
Bunkers / Field Bunkers (on Hills)
- Unoccupied bunker (or field bunker) will not block line of sight in a hill-to-hill battle. Not Fixed.
- First Assault Wave (see bunker near D-3), The Meat Grinder, Slopes of Mount Austen.
Caves on Hills
- When you have an Allied unit on a cave able to seal it, it both prompts you with "Seal cave? Yes/No" and offers you the "clip wire" icon to seal it. Both let you roll; double-clicking the icon is a "seal cheat" regardless of the roll, while "Yes" seals it only if you roll a star, as normal. Note: the seal cheat may prevent the Japanese from moving cave-to-cave, but a Japanese infantry that returns to the hill gets the cave defense. Not Fixed
- Johnny doesn't use Cave-to-Cave movement.
- The Meat Grinder, Sugar Loaf and Half Moon
Combat Engineers
- Game may freeze if Combat Engineers fail to clip wire after battle (see Wire).
- Breakout at Klin, Flanking Manuever at Bir Hakeim, Into the Cauldron, Red Barricades Factory
- Combat Engineers cannot battle on a previously-revealed 0 minefield (see Minefields).
- Combat engineers should not be able to remove a minefield when they Take Ground.
- Combat engineers should have to remove minefield instead of battling with Behind Enemy Lines.
- Bretel Wood, Flanking Maneuver at Bir Hakeim, The Meat Grinder, Red Barricades Factory
- Japanese Combat Engineers should benefit from Imperial Japanese Army (Nations 3) rules.
Dig-In
- You should not be able to place sandbags in Fordable Streams. Not Fixed
- Battle for Hill 178, Clearing Matanikau River, Guam Landings, Japanese Counter-attack, Lipovec, Matanikau River
Frozen Rivers
- When you move near a frozen river, move 1 space at a time. If you click a destination 2+ spaces away, the Automatic Mover may move you onto a frozen river when you don't have to, risking 1 or 2 figures.
- When you retreat 2+, you can't retreat 1 space at a time, so the Automatic Mover retreats for you. So far this DOES NOT move you onto a frozen river when you don't have to. Therefore, retreating works, but advancing has a problem.
- Breakout at Klin, Breakout to Lisyanka, Rzhev, Suomussalmi, Strasbourg
HQ
- A town has been changed to an HQ/Supply Tent for the following scenario, in order to make Capture HQ rule work.
Japanese Army
- Japanese Combat Engineers should benefit from Imperial Japanese Army (Nations 3) rules.
Yamato Damashi Spirit = ignore 1 flag, or 2 flags if already ignores 1, or all flags in caves (ignored 2 in caves, but not in an official scenario);
Seishin Kyoiku Doctrine = full unit +1 die in Close Assault;
Banzai War Cry = move 2 and attack in Close Assault.
Johnny the AI opponent
- Johnny doesn't like to keep units in bunkers, etc. when the scenario calls for defense.
- Johnny doesn't defend medal sites, so you may be able to move in to win.
(In Mignano Monte Lungo, he had a Center card that could have moved his tank to either take the site (to defend it), or move between it and my tank (to block) then attack my tank. He didn't do either, so I moved to win without a battle. -JFK) - Note: Johnny does understand that taking a site with his medal can give him a point or the win.
- Johnny doesn't understand Sudden Death for towns.
(In Suomussalmi, he left 2 towns, so if I'd killed the lone-fig infantry and taken ground in the third town, then I would have won.-JFK)
(In Suomussalmi, he left 3 towns, so if I'd had Move Out, D-HQ, etc., then I could have walked in for the win.-JFK) (In Suomussalmi, I left 3 towns open, so he could have moved 3 ski units in for Sudden Death win with his card play, but didn't.-JFK)- Saverne Gap, Suomussalmi, Toulon
- Johnny doesn't understand Night Attack Rules. He'll play Air Power and Barrage when those cards don't work at light < 6 (see more below).
- Bretel Wood, Japanese Counter-attack
- Johnny doesn't use Cave-to-Cave movement.
- The Meat Grinder, Sugar Loaf and Half Moon
Minefields
- Discovered 0's should be removed from the map upon discovery. If combat engineers move onto a previously discovered 0 minefield, they stop to remove it instead of battling.
- Combat engineers should not be able to remove a minefield when they Take Ground.
- Combat engineers should have to remove minefield instead of battling with Behind Enemy Lines (repeat from above).
- Bretel Wood, Flanking Maneuver at Bir Hakeim, The Meat Grinder, Red Barricades Factory
Night Attack Rules
- In solo play, your opponent (Johnny or Hermann) does not know that Air Power and/or Barrage order 1 unit at night instead of their normal actions and should not be played until full daylight (6).
(There is the possibility one could play these cards under desperate circumstances, when one could not otherwise order an important unit, but this does not appear to be the case, especially when Johnny on the first round plays one or Counter-attacks one.)
Johnny, after Counter-attack of Barrage at night (during test), gave the following message: "Server didn't activate: B9"- Bretel Wood, Japanese Counter-attack
Ski Troops
- Ski Troops should not be able to move 4 with Infantry Assault.
Sudden Death
- Johnny does not understand that his opponent can win by Sudden Death, so won't hold the spaces or block you from moving in. (see Johnny above.)
- Johnny does not understand that he can win by Sudden Death.
(After playing General Advance he could have moved 3 ski units into 3 towns in Suomussalmi to win, but did not. -JFK)- Saverne Gap, Suomussalmi, Toulon
Trenches
- Armor units in trenches cannot battle, therefore they should not be able to Ambush. (Repeat from above.)
Wadis
- Artillery should be able to attack out-of/into a Wadi.
- Armor unit attacking out the side of a Wadi/Gully should not be penalized -1.
- Armor should not be able to Overrun out the sides of a Wadi.
- Another problem with Wadis occurred in Expert Mode, but may not be easily duplicated in Knightsbridge to confirm, (posted on Unsupported Items page):
Armor unit attacking inside a Wadi/Gully vs infantry should not be penalized -2.- Knightsbridge, Sidi Rezegh Airfield
Wire
- If Combat Engineers don't clip wire after battle, the game may freeze.
The engineer player can leave and comeback to unfreeze. (Note: can't leave and come back vs the robot, Johnny.)- Breakout at Klin, Flanking Manuever at Bir Hakeim, Into the Cauldron, Red Barricades Factory
- Artillery on wire should lose an attack die, like other units.