Memoir '44: Eastern Front

2005 · Tweede Wereldoorlog

Memoir '44: Eastern Front

A theater-of-war expansion that recreates major clashes between Axis and Soviet forces on the Eastern Front, from frozen lake shores to urban wreckage. Players command infantry, armor and artillery units across historically themed maps that introduce winter terrain and battle-specific layouts. Scenarios include engagements from the Russian–Finnish front through Stalingrad and the large armored clashes at Kursk, each with scenario-specific setup and objectives. Play uses the base game’s command card and unit-movement mechanics while adding terrain and situations unique to eastern operations.

Spelers
2–8 best met 2
Speeltijd
30–60 min
Leeftijd
8+
Complexiteit
2,2 / 5
7,7 op Ludoyavanaf € 29,73Uitbreiding voor basisspelOorlogsspelDobbelstenen gooienCampagne / op gevechtskaarten gebaseerdHandbeheer

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Voorbesteld

7,7/10

uit 5 Ludoya-recensies

  • Tom7,0

    Adds Russians to an already great game.

    Geen speelsessies geregistreerd

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Regelvragen

Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.

Can my unit keep moving after entering a trench?

No. Infantry and Armor must stop when they enter a Trench, and Artillery cannot enter one. Also, Armor on a Trench cannot battle; Infantry in Trenches may ignore the first flag against them (p. 2).

Do I roll for mines if my unit retreats onto or through a minefield?

No. Retreating units can move through minefields without stopping and do not roll for hits. A unit entering a minefield during normal movement must stop; friendly units ignore their own minefields (p. 4).

What happens when a unit moves or retreats onto a Frozen River?

Roll two battle dice; each Star rolled costs the unit one figure. This applies when moving or retreating onto the hex, and there are no other movement or battle restrictions (p. 3).

Can I shoot at a camouflaged unit from a distance?

No. A camouflaged enemy unit can only be targeted in Close Assault. It loses its camouflage—and its Battle Star token—if it moves or battles (p. 5).

Do I play the Command card under the Commissar Chip right away, or choose a different one?

The card under the chip is the Russian player’s next Command card: on their turn, they play it and put another card from their hand under the chip. Instead, they may play a Recon 1 or Counter-Attack card from hand, leaving the committed card under the chip; Ambush may also be played normally (pp. 3–4).

Opent de regelassistent van Ludoya, die het spelregelboek van dit spel leest.

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