Memoir ‘44
Overview
Memoir ‘44 is a two-player WWII-themed light wargame using the Commands & Colors system. Players deploy and command units of infantry, armor, and artillery on a hex-based battlefield, playing Command cards to order units in specific sections of the board. Battles are resolved with custom dice. The first player to collect the required number of Victory Medals (by eliminating enemy units or capturing objectives) wins. The game includes 16 historical D-Day and Western Front scenarios.
Components
- 1 double-sided battlefield board (countryside / beach landings), 13 hexes wide x 9 hexes deep
- 44 double-sided terrain hex pieces
- 10 double-sided Victory Medals
- 14 Special Forces badges
- 4 double-sided rectangular Bunker and Bridge tiles
- 2 army bags of miniatures (Allied green, Axis blue-gray), each containing:
- 42 Infantry figures
- 24 Armored vehicles
- 6 Artillery pieces
- 18 man-made Obstacles
- 3 Cardholder sections
- 60 Command cards (40 Section cards, 20 Tactic cards)
- 9 Summary cards (7 Terrain, 1 Unit summary, 1 Obstacle summary)
- 8 Battle dice (custom: Infantry x2, Armor, Grenade, Star, Flag)
- 1 Rules and Scenario booklet
Setup
- Select a battle scenario. Place the board with the correct face up (countryside or beach).
- Place terrain hexes as shown in the scenario map.
- Add fixed obstacles (bunkers, bridges) and removable obstacles (barbed wire, hedgehogs, sandbags).
- Place unit figures matching the scenario map. Standard unit sizes: Infantry = 4 figures, Armor = 3, Artillery = 2.
- Add Special Unit badges and Victory Medals per scenario special rules.
- Place relevant terrain and unit summary cards beside the board.
- Shuffle the Command card deck. Deal cards to each side per the scenario briefing (varies by scenario).
- Each side takes 4 Battle dice.
- The player indicated in the scenario briefing goes first.
Turn Structure
Players alternate turns. On your turn:
- Play a Command Card – Play one card from your hand face up and read it aloud.
- Order Units – Announce which units you order (within the card’s limits for section and count).
- Move Units – Move ordered units one at a time. Complete all movement before battling.
- Battle – Resolve battles one ordered unit at a time.
- Draw a Command Card – Discard played card, draw a new one from the deck.
Actions
Movement
| Unit Type |
Movement |
Battle After Move? |
| Infantry |
1 hex and battle, OR 2 hexes no battle |
Yes (if moved 1) |
| Special Forces Infantry |
Up to 2 hexes and battle |
Yes |
| Armor |
Up to 3 hexes |
Yes |
| Artillery |
1 hex OR battle (not both) |
Only if stationary |
- Units move as a group; figures may not be split from their unit.
- Two units may not occupy the same hex.
- Units may not move through hexes occupied by any unit (friendly or enemy).
- Terrain may restrict movement (see terrain rules).
Battle
Battle Range and Dice:
| Unit |
Max Range |
Dice by Distance (1/2/3/4/5/6 hexes) |
| Infantry |
3 hexes |
3 / 2 / 1 |
| Armor |
3 hexes |
3 / 3 / 3 |
| Artillery |
6 hexes |
3 / 3 / 2 / 2 / 1 / 1 |
Line of Sight: Infantry and Armor must have line of sight to their target. Artillery does not need line of sight. Line of sight is blocked if any hex between attacker and target contains an obstruction (units or certain terrain). The target hex itself does not block line of sight.
Close Assault: A unit adjacent to an enemy must attack that unit (cannot fire at a more distant target).
Dice Results:
- Infantry symbol: 1 hit on infantry target
- Armor symbol: 1 hit on armor target
- Grenade: 1 hit on any unit type
- Flag: Target must retreat 1 hex toward its own side per flag rolled
- Star: Usually a miss (used by some Tactic cards)
Hits: For each hit, remove 1 figure from the target unit. When the last figure is removed, place it on a Medal Stand (= 1 Victory Medal).
Retreat: After hits, the target retreats 1 hex per flag rolled toward its own board edge. If it cannot retreat (blocked or off-board), lose 1 figure per unfulfilled retreat move. Terrain has no effect on retreat movement, except impassable terrain.
Taking Ground
- Infantry: After eliminating or forcing retreat in Close Assault, may advance into the vacated hex.
- Armor: After Close Assault success, may advance into the vacated hex AND battle again (Armor Overrun). Only one Overrun per turn.
- Artillery: May never take ground.
Terrain Effects (key types)
| Terrain |
Movement Effect |
Battle Effect |
| Forest |
Must stop when entering |
-1 battle die; blocks LOS |
| Town/Village |
Must stop when entering |
-1 battle die; blocks LOS |
| Hill |
No movement penalty |
No battle penalty; blocks LOS |
| Hedgerow |
Must stop when entering |
-1 battle die; blocks LOS |
| River |
Impassable (use bridges) |
N/A |
| Beach |
No movement penalty |
No battle penalty |
Obstacles
| Obstacle |
Effect |
| Bunker |
-2 battle dice for attacker; ignore 1 flag |
| Sandbags |
-1 battle die; ignore 1 flag |
| Barbed Wire |
Must stop; no battle that turn |
| Hedgehog |
Must stop; no battle that turn |
Scoring / Victory Conditions
The first player to collect the required number of Victory Medals wins (usually 4-6, varies by scenario).
Victory Medals are earned by:
- Eliminating an entire enemy unit (1 medal per unit)
- Capturing and holding objective hexes marked on the scenario map (some scenarios)
For match play (recommended): play each scenario twice, switching sides. The player with the most total medals across both games wins the match.
Special Rules & Edge Cases
- Casualties do not reduce a unit’s firepower. A single remaining figure rolls the same dice as a full-strength unit.
- If the Command card draw deck runs out, shuffle the discard pile to form a new deck.
- A unit that is ordered does not have to move or battle.
- Each unit may only be ordered once per turn.
- Unused orders are lost (if you can order 3 units in a section but only have 2 there).
- Special Forces Infantry can move 2 hexes and still battle.
- Some scenarios have special rules that override standard rules.
Player Reference
Turn sequence: Play card -> Order units -> Move (all) -> Battle (one at a time) -> Draw card
Unit types: Infantry (4 figs, move 1+battle or 2 no battle, range 3 at 3/2/1 dice), Armor (3 figs, move 3+battle, range 3 at 3/3/3 dice, Overrun), Artillery (2 figs, move 1 or battle not both, range 6 at 3/3/2/2/1/1 dice, no LOS needed)
Dice faces: Infantry hit, Infantry hit, Armor hit, Grenade (hits all), Flag (retreat), Star (special/miss)
Victory: First to required Victory Medals (per scenario)