Memoir '44: Terrain Pack

2005 · Uitbreiding voor basisspel

Memoir '44: Terrain Pack

Adds a variety of new terrain features and scenario elements for use with the base system. Includes sand dunes, mountain passes, marshes and high-ground markers plus pieces for minefields, big-gun markers, radar stations, supply depots and airfields. Also provides elite-unit badges and extra victory medals. Introduces optional rules for North African warfare and other theater-specific mechanics, letting players incorporate the new terrain and markers into existing scenarios and custom setups.

Spelers
2
Speeltijd
30–60 min
Leeftijd
8+
Complexiteit
2,1 / 5
7,4 op Ludoyavanaf € 26,51OorlogsspelTweede WereldoorlogHandbeheerDobbelstenen gooienCampagne / op gevechtskaarten gebaseerd

Aan de tafels van Ludoya

Alle statistieken in Ludoya
27
In collecties
1
Voorbesteld

7,4/10

uit 5 Ludoya-recensies

  • Chris Davidson7,2

    More of the same; adds a lot of variety, especially for do-it-yourself.

  • Tom6,5

    Adds serious terrain to an already great game.

Lees de recensies en beoordeel het

Regelvragen

Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.

Can I move through a Minefield without stopping, and do I have to roll for it?

A unit entering a Minefield must stop; an enemy unit then reveals it and rolls dice equal to its strength, scoring hits for its own symbol or grenades. Friendly units ignore their own Minefields, and retreating units may move through Minefields without stopping or rolling for hits (p. 8).

Can I battle after moving onto an Oasis, Marsh, or Radar Station?

Yes. Units may battle on the turn they move onto an Oasis or Radar Station, although entering an Oasis or Radar Station still ends movement; Infantry may battle after entering a Marsh, but Armor cannot battle on the turn it moves onto or out of one (pp. 4, 5, 12).

How does the extra movement on a Road work?

An ordered unit that starts on a Road, moves along it, and ends on a Road may move one additional hex on the Road. This bonus does not automatically prevent battling; for example, Infantry can move two Road hexes and still battle, while moving three hexes on a Road means it cannot battle unless a card changes the normal movement allowance (p. 6).

Can Armor and Artillery enter Mountains or Lakes?

No. Mountains are impassable to Armor and Artillery, while only Infantry can move between connected Mountain hexes under the specified Hill-to-Mountain or Mountain-to-Hill restrictions; Lake hexes are impassable terrain to all units (pp. 6, 7).

Do Big Guns get stronger when they fire at the same target again?

Yes. Big Guns fire up to eight hexes with dice values of 3, 3, 2, 2, 1, 1, 1, 1. If a shot hits but does not eliminate or make the target retreat, place a targeting marker on its hex; subsequent Big Gun attacks against that hex roll one additional die, but the marker is removed when the unit moves or is eliminated (p. 14).

Do all landmarks have the same effects in every scenario?

No. A landmark’s effects can vary by scenario, as described in that scenario’s Special Rules or Victory Conditions. For example, a Factory Complex normally acts like a Town and Village, but its scenario may specify different rules (p. 10; p. 11).

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