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Wired Wolfs' Air Command rules for Memoir ‘44 Version 20110527 How to use the Air Command deck: Shuffle the Air Command card deck and place next to the standard command deck. Play Air Power and Air Sortie cards as soon as they are drawn from the Command deck, and redraw a new command card to replace it. Choose an aircraft available to your side and place the corresponding model on the edge of the board. Draw 4 Air Command cards and roll 3 Dice. For each Grenade symbol rolled, discard 1 card. Place the NEXT TURNS Air Command card face down in front of you, that is the card being played the following turn by that aircraft. Air Command cards are resolved COMPLETELY before the standard command card is played. Once the Air Command card has been played, select the next turns card and again place it face down in front of you on the Air Sortie/Power card. This is the following turns order for the aircraft. Resolve the rest of the turn as normal. NOTE: Do NOT redraw Air Command cards at the end of your turn. Once you are of cards, the aircraft Returns to Base. You MUST play a card each turn, if you cannot fulfill the command cards order (or do not wish to), you may move the aircraft to a new hex, a new ADJACENT section, or Idle in the same spot. Model Placement: Most attack cards show a beginning point, and end point to the attack. Start the model at the beginning of the run, and place it once space AFTER the end point. For example with Strafe: Starting >-Move/Attack--> Ending position It is possible for a fighter to end up in another section due to an attack move. At any point during, or after, this move the fighter is subject to Anti-Aircraft fire (see the next section below). In the case of movement cards (Recon/Clear Skies/etc...) the controlling player places the aircraft in any open hex.

Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning

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Page 1: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning

Wired Wolfs' Air Command rules for Memoir ‘44Version 20110527

How to use the Air Command deck:

Shuffle the Air Command card deck and place next to the standard command deck.Play Air Power and Air Sortie cards as soon as they are drawn from the Command deck, andredraw a new command card to replace it. Choose an aircraft available to your side and placethe corresponding model on the edge of the board.

Draw 4 Air Command cards and roll 3 Dice. For each Grenade symbol rolled, discard 1 card.

Place the NEXT TURNS Air Command card face down in front of you, that is the card beingplayed the following turn by that aircraft.

Air Command cards are resolved COMPLETELY before the standard command card is played.

Once the Air Command card has been played, select the next turns card and again place it facedown in front of you on the Air Sortie/Power card. This is the following turns order for theaircraft.

Resolve the rest of the turn as normal.

NOTE: Do NOT redraw Air Command cards at the end of your turn. Once you are of cards, theaircraft Returns to Base.

You MUST play a card each turn, if you cannot fulfill the command cards order (or do not wishto), you may move the aircraft to a new hex, a new ADJACENT section, or Idle in the samespot.

Model Placement:

Most attack cards show a beginning point, and end point to the attack. Start the model at thebeginning of the run, and place it once space AFTER the end point. For example with Strafe:

Starting >-Move/Attack--> Ending position

It is possible for a fighter to end up in another section due to an attack move.

At any point during, or after, this move the fighter is subject to Anti-Aircraft fire (see the nextsection below).In the case of movement cards (Recon/Clear Skies/etc...) the controlling player places theaircraft in any open hex.

Page 2: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning

Anti-Aircraft Attacks:

If an aircraft model ends its turn in a hex over or adjacent to an enemy unit it may be subjectedto Anti-Aircraft fire. Aircraft are assumed to be flying at relatively low levels during this battle.

Ground units eligible for AA attacks:

Dug-in InfantryArmored units

To resolve AA fire roll 1 battle die for each unit adjacent to the aircraft, and 2 for any unitsdirectly underneath the aircraft. If a Grenade is rolled, the aircraft has suffered a hit and isremoved from play.

Destroyed aircraft do NOT count as medals for victory purposes.

Airfields/Aircraft Carriers:

If a player uses a “move” command (ie...use 1 card and NOT utilize it's text) an aircraft mayLAND at an airfield. If that aircraft stays “grounded” for at least 1 turn, draw back up to 4 AirCommand cards, then play continues with the Air Deck as per normal the following turn.The first Air Command card is played while the aircraft is grounded (leaving 1 turn where NOAC card is played).

Aircraft Notes:

The Storch is the only aircraft capable of the Recon Air Command card, conversely, it is also theonly aircraft incapable of any sort of combat. In effect, the only actions available to it areMoving, Idle, Rescue, Recon.

Page 3: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning

Example of Play

At the end of Turn 1, Gunther draws his command cards. One of which ends up being the AirSortie card. He lays this card face up next to him, and draws a replacement Command Card.He then chooses the ME-109 and places it on his left flank on one of the first row hexes.When the model is placed, he then draws 4 Air Commands cards and rolls 3 battle dice. One ofthem comes up with the grenade symbol, so he must then discard (randomly) one of the AirCommand cards. After this, he now chooses which card will be executed on Turn 2, places itface down on the Air Sortie card.Turn 2 for Gunther rolls around, before choosing and executing his normal Command card, hemust play the face down Air Command card first. In this case, Gunther played the “Strafe” card.He then positions the ME-109 model just before his chosen targets.

He then rolls 1 battle die for each hex and immediately applies the results.

Page 4: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning

Since Gunther's ME109 has now ended its turn near an enemy unit, the infantry may take ashot at him.The Allied player rolls only 1 battle die for the infantry and HITS! Sending Gunther's ME109crashing to the ground.

Let us say, though, that the ME109 survived it's strafing run. Gunther would have then takenanother Air Command card, and placed it face down in front of him to be played on turn 3. Henow takes the rest of his turn normally.

Page 5: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning

Standard OrdersTo issue a “Standard Order” just play any card from your hand as per normal and choose one ofthe following actions:

--Fly to a new section (including leaving the board) - Discard 1 Air Command card--Idle - Discard 1 Air Command card--Rescue – STORCH ONLY--Land at an Airfield or Aircraft carrier

Card Orders – Expanded

--Clear Skies! – move aircraft 2 SECTIONS, place on any hex.

--Air Interdiction (In the section that aircraft is currently in only)

Roll 2 dice, hits on Grenade, aircraft must be in the same section

--Recon (Storch Only!)

When played draw 2 Command cards and keep 1

--Dive Bomb

Dive Bomb (Base is 3), ignores terrain bonuses, Aircraft leaves play after thiscard is played

--Ground Interdiction

Ground Interdiction (Base is 2/1): fighter attacks any ground units thatMOVE during the opposing turn in the 2 surround hexes. Terrain bonus applies

-- Bombing run

Level bombing run pattern (Basic is 2/2/2), ignores terrain bonuses.Fighter leaves play after this card is resolved.

--Strafe

Strafe attack pattern (1/1/1). Move Aircraft model to the END of theline from the strafing run, this indicates its last position.

--Kamakazi!!

Japanese only! Aircraft plunges into the target ship, roll 3 Dice, on a grenade theship is hit. Obviously, remove aircraft from play after this card is resolved.

Page 6: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning

Current Card Mix:

--Clear Skies! (5)--Air Interdiction (4)--Recon (3)--Dive Bomb (3) --Ground Interdiction (3)-- Bombing run (3)--Strafe (6)--Kamakazi! (3)

Notes

Utilizing the Air Power/Sortie cards--allows player to draw Air Deck cards.--each card allows either a Standard Order for any aircraft or a "special order" depending uponthe type of aircraft.--Draw 4 Air Command cards then roll 3 dice, for each Star discard 1 card (representsfuel/range limitations)

--1 Air Command card MUST be used per turn, or the aircraft is removed from the game (nomedals awarded)---if 2 Aircraft are out, then 2 cards must be used, and so on.

Aircraft with the Air Pack

Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning - Fighter / Ground Attack / Dive Bomb / Level Bomb / Recon Messerschmitt Bf 109 - Fighter / Ground Attack / Recon Mitsubishi A6M Zero - Fighter / Ground Attack / Kamakazi Supermarine Spitfire - Fighter / Ground Attack Vought F4U Corsair - Fighter / Ground Attack Yakovlev Yak-9 - Fighter / Ground Attack / Level Bombing

Page 7: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning
Page 8: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning
Page 9: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning
Page 10: Wired Wolfs' Air Command rules for Memoir ‘44 · Curtiss P-40 Warhawk - Fighter / Ground Attack Fieseler Fi 156 Storch - Liason/courier (no combat capabilities) Lockheed P-38 Lightning