Projets Mémoire '44 de général Desmullier

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Memory 44
Memory of a hairy

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Memory 44 are back memories of a hairy, like the first edition, relive the one world war but this faith you will see it big with more realistic rules and new units like armored cars and flame thrower. To play Memoir '44 remember a hairy battlefield, you must first create a map of the battlefield of 24 hexagons of 21, you must also print plates trenches and barbed end of rules but you need to create your Special figurines figurines or buy brand hat whose internet address is: http://www.hat.com/currentW.html .
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file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image006.jpgInfantry moves 2 spaces without pulling or moving a box and can shoot with a count of 1, 2.3. They fight in melee with 2 dice.
 file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image008.jpgI nfanterie colonial moves 2 squares and can take a count of 3, 2, 1.   
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image010.jpgLight Infantry: move 2 spaces but forests and village not block its travel, as infantry shooting.
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image012.jpgHighlander regiment: Do not leak
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image014.jpgANZAC regiment fighting with 3 dice in melee
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image016.jpgArtillery: moves one space or shooting a 3-count, 3, 2, 2, 1.1. All artillery units with 1 die fighting in melee.
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image018.jpgArtillery French 75: moves one space or shooting a 3-count, 3, 3, 2, 2.1
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image020.jpgHowitzer: not moving but in shooting a count 0, 0, 1, 1, 2, 2, 3, 3, 2, 2, 1, 1. In unity there is only one figure. The map drawn artillery does not apply to a howitzer.
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image022.jpg's armored: The armored move 4 squares and count shooting in 2.1. They can not go into the forests or in the trenches as they have special ability to go on a busy city square by an enemy unit and 5 dice thrown against the occupying unit. They are destroyed by grenades or star symbols. In unity there is only one figure.
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image024.jpgCavalry: It moves 3 squares can take a count in 2.1, it can only load a plain unit with 4 dice. She fights with 1 die in melee.
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image026.jpgCossack Russian: They fight in melee with 2 dice and move 4 spaces.
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image028.jpginfantry with machine-gun fire in a count of 4, 3, 2.1.
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image030.jpgGazeurs: C ' is a normal infantry. They can when they want to open the throttle (see chapter gases)
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image032.jpgInfantry with mortar firing count 1, 2, 3, 2.1
file:///C:/Users/samourai/AppData/Local/Temp/msohtmlclip1/01/clip_image034.jpg Infantry with flamethrower: do not fire but launches 6 dice in melee.
Tanks Heavy: advance 3 squares and shooting in a count of 3, 3.3
Tanks support infantry: advance 3 squares and a shot count of 4.1. They have a special ability that is to go to a forest in a village or in a trench occupied by an enemy unit and launched five dice.
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Plates trenches beings must double-sided, one side with the drawing of the trench intact and the other trench destroyed. When a unit is determined on a plate it is immune to a die and may ignore the first flag. The trenches do not block the firing but block movement. If a tank unit heavy artillery, howitzer or mortar fire on a unit located in a trench and roll of the dice when it gets 2 stars while the trench is destroyed and it returns the plate. We can repair a destroyed trench with infantry action, but this unit does not move and can not take, the operation takes a turn.
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You must create a platform for weather like this:
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With as a pawn to place depending on the weather you want to battle. Each climate gives advantage or not:
Normal: no sun reach up a box for every shot with a die. Rain: Units move one box less. For tanks and armored cars, each maximum displacement, we launched five dice. One takes into account that symbols star tank grenade and all the rest of the signs is therefore nothing. If there are more stars and symbols as symbols tank grenades.
new boxes battles

Memory 44
Landing pack
Extensions air pack and equipment are strongly advised to pack some rules for this extension. Authors notes: Operation Overlord was the largest operation of the Second World War, on the night of June 5 to 6 it is over 8,000 tons of bombs falling on the German batteries and 18,000 paratrooper jump to reach key target landing as Pegasus bridge or in Sainte mother church. The next day they will be thousands of men to face the Germans on the beaches like Omaha where the massacre was inevitable. It should also bring to earth the equipment it takes to release across Europe. It is a monstrous organization and an incredible effort to achieve such an operation. New Rules: The tide is rising: In the early part of the plate is placed at the edge of the tide table with a token either low tide or on tide high depending on the scenario. As for night battles, the German player rolls a die and if he gets one star is the cursor down or mounted. When the tide is high, the first two lines starting from the sand sea are considered sea tank but are not removed by bands against the sand and sea barriers are surmountable. When the tide is low everything is normal. Whenever there is a change of tide, all vessels derive from a box in the same direction, it chooses the German player so he can send an allied ship on a nearby obstacle. Plateau bigger: The area sea ​​is enlarged to 6 lines of hexagons. Landing barges can go anywhere but destroyers and aircraft carriers can not go on two lines of Sea shelf standard memory 44. New land: Trenches: as in the peaceful extension Cliffs: Only units Special can climb a cliff as if they climbed a hill. Sands of Bands: The bands are placed sand sea and prevent the movement of ships on their hexagons. They are considered as obstacles and sea creatures can crossed at high tide. Rocks in the sea: The sea barriers are, they are impassable even at high tide. Mouthpieces: As rivers. Wharf: As Pacific Theater. Obstacles fixed: Bunkers: 16 page memory 44 rules. camouflaged bunkers: same effect as bunkers but can be attacked by an infantry unit. Maritime Mining: same effect as landmines. We can not cross safely at high tide. Anti-Barges same effect as the tank. They can be crossed at high tide. Once a barge hit one, it is automatically destroyed with vehicles in it, if it's an infantry unit that carries the unit must reach the beach at all costs because for each turn the unit is at sea, you roll a die, even if it is not activated this turn. Once the unit reaches two lines Sea shelf standard then the roll is stopped. Turrets defense: The defense turrets can be activated as a normal unit. It takes as an infantry unit but for each star obtained against an enemy infantry unit, it imposes a further loss. The turrets are destroyed when an enemy unit gets 2 symbols among the stars or grenades against them. The new units: anti-aircraft artillery: It works like normal artillery but the ability to draw on had a normal number of dice. If the target aircraft is just above her, she shot with 4 dice. 's funnies: The Churchill tank has the ability to have accessories to facilitate the advance of troops. It replaces a figurine of a tank unit with a Churchill tank accessory for those who have the equipment pack or adding a badge on which it is accessory design. Pont  Instead of fighting, a unit equipped Funnies a bridge can be placed on a river adjacent to it and move it in the same turn. Once deployed, the bridge follows the standard rules (Lot 9 - Bridges). Funnies unit can place only one bridge party, once it is deployed, it stays where it is and no other can be placed in the same unit.  coil   Funnies A unit equipped with a coil ignores terrain restrictions beaches, marshes and barbed wire. These lands are considered plains for movement and combat of this unit. If the wire is removed from the unit or through the hex where they are deployed.    Fascines A unit equipped with fascines Funnies ignores terrain restrictions fords and trenches. These lands are considered plains for movement and combat of this unit.  Minesweeper Soc   A unit equipped with a plow Funnies deminer must stop when entering a minefield, but it is immediately removed without damage. In addition, the unit can still fight in this round. Mortar "firecracker"  A unit with a mortar Funnies "firecracker" fight with an extra die in close combat if the target occupies a bunker. In addition, if she gets a star against its target, the bunker is immediately removed from the board (unit therein normally undergoes losses to the results of dice if it is eliminated and the bunker was destroyed, unit can perform Funnies Shooting terrainet even Breakthrough armored). Funnies of can also attack a bunker empty: in this case, it is removed on a star, but the other results of the dice have no effect. Note: These rules apply to the casemates. amphibious vehicles: They move 4 and can go in the water without restriction of movement. They can carry an infantry unit to an adjacent square to another adjacent square after the move. The Destroyers: They move from January to February hexagons except sea hexes Sea Shelf Standard. He shoots with a count of 3, 3, 2, 2, 1, 1, 1, 1. It may be the target of a shooting. Carries a grenade hit. Therefore place a token on the Star Destroyer battle. At the end of three token, the destroyer is destroyed is becoming a Victory Medal. He may ignore the first flag. landing barges: They carry a unit of any kind in the sea She moves from 1 to 2 hexes but can not shoot. When a barge reached the beach, it carries the unit is placed on the floor. The barges are destroyed as destroyers (see just above). Larger landing craft: They can carry three units of any type of faith. These units are symbolized by a figure placed on the barge. They move from January to February hexagons but can not shoot. When she arrives on the beach, the first unit that arrived is placed on one of two hexagons sand just in front of them. This ground unit must move so that the barge can trademark the second unit and the same for the third. They are destroyed as destroyers but the only two shots are useless. Even if it carries several units, they are not worth a medal. Attention faith harrasment, barges remain on the beach. If they are destroyed, they are replaced by wrecks provide infantry units are the only ones to venture into a wreck -1 bonus dice if they are the target of a shooting. If a barge is destroyed with the unit are inside while she is on the beach, the unit suffers no loss. aircraft for Air New pack: The Glider: The glider can carry with him some type of units such as paratroopers, light guns or jeeps. It can carry one unit to the faith. These scripts unit symbolized by a badge with the drawing unit positioned adjacent to the plane. It moves 4 hexagon as other aircraft, but only two of the round tray. In the first round, it can launch parachute only on bare land, in this case one rolls a die against the paratrooper unit for each adjacent enemy unit. This action can be done while moving (eg advance it 2 loose paratroopers and advance new 2 hexes). In the second round, he is forced to land on the ground on bare ground and rolls a die to see if it is successful landing. If a grenade or a star is obtained, the aircraft crashed with the unit it contains, then placed a downed plane which has the same effect as the wreck (see just above). If successful landing, the aircraft is removed from the tray and takes his place. An air test is performed between the two towers. Bomber: The bomber flies like other aircraft. His only action is to bombard units and destroy obstacles. For this, it is placed above the hexagon bomb and throws 3 dice, it ignores the protections of land if he shoots one. If a star is obtained during an attack on a bridge, a bunker, a bunker or ship, the plate is removed from the board. And if the place was a goal, it becomes a victory medal. The bombers are not exempt from air test.




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I made a forum where I expose my screenplays made on paint: J-m44.forumprod.com.
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en français:
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Sur l'océan atlantique, la guerre fait rage entre Sous-marin allemand et navires de ravitaillement alliés
-plateau de mer
-sous-marin, cuirasier, contre-torpilleurs
-hydravion, bombardier
-mines aquatiques et torpilles
Dans le pacifique, les avions japonais foncent sur les navires américains
-plateau de mer
-hexagones d'iles et de ports
-avion japonais Kate
Stalingrad, Dunkerque, Paris, Caen, Berlin... Les grandes batailles dans les villes
-plateau de ville
-hexagones de route dans la ville, de canal et de ruines urbaines, baricades, ponts, casemate dans la ville
-nouvelles règles et nouvelles cartes
règles:
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scénarios book:
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le jeu redécoré façon grande guerre:
ouest: français, anglais, belges vs Allemands
méditérannéen: anglais vs ottoman
pacifique: italien vs austro-hongrois
est (pas terminé): russe vs allemand 




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