In practice the Anti-tank gun seems much too weak, and I believe the problem is that the Anti-tank gun fires like infantry, 3,2,1. This means that at a range of 3, the Anti-tank gun is rolling one die vs the tank returning fire with 3. The gun needs to be in point blank range to be effective, but it can't fire if it moves.
This makes the Anti-tank gun less effective than a standard infantry unit. In view of this I think the Anti-tank gun should fire 2,2,2 but against armour it re-rolls missed dice. It no longer hits on Stars, but re-rolls instead.
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Each game, in addition to any objectives outlined by the campaign map, the defensive player must also deploy a tactical objective. While the player has the choice of which tactical objective he wishes to deploy (ammo dump, oil dump or HQ), he may not deploy any of the objectives twice before playing the others.
So first defensive game you can choose, second game you choose from the two you didn't play, and in the third game you must play the objective you haven't yet played. After that you can choose again. Minefields may only be deployed by a defending player. If an attacking player rolled a minefield in the post battle sequence he simply keeps it in hand until he goes on the defensive.
Mine counters can be made from 20mm round bases. The topside of the bases should be sand textured. The minefield is deployed after any roads but before other terrain. The minefield can be placed straddling a road but no mine may be place on the road itself. Other terrain cannot interfere with the minefield. A minefield is deployed across the width of one board sector, either left, centre or right. It is a series of counters placed 5" apart. Each counter is marked on the under side from 0-4. This denotes the number of dice to be rolled when the mine is activated by an enemy player - see the Memoir'44 rules for clarification. https://www.daysofwonder.com/memoir44/en/content/cards_compendium/?id=terrain_29 The mines are deployed in a line across the table 18" in from the friendly board edge. A line of barbed wire is then also deployed in front of the mines. The Wadi terrain piece is large enough to accommodate more than one unit both on the hill and along the road, so from this moment on, more than one unit is permitted on this terrain provided they are space 6” apart. This will apply to the sand dunes terrain also.
Remember that being unable to retreat can result in disaster. If your unit is forced to retreat but cannot, then it will lose an amount of strength equal to the number of flags rolled. Two panzer divisions were lost because of this oversight. One on the back edge of the table, and the one on the road at the Wadi were retreat was blocked by a friendly infantry unit. It is a common tactic in Memoir’44 to position attacking units to the rear of the enemy blocking their retreat, but note that in Memoir'28 the moment you move into close combat range you must stop and engage you can’t slide past an enemy unit.
The British have a unique rule which is if a unit is engaged in close combat and survives the combat but is reduced to or remains at 1 strength, they fight back with a single dice at the attacking enemy unit.
The speed and tactics of the German Panzers means that when a German tank unit takes ground after a close combat it may move a further 6” before attacking again. So the best scenario is; Your tank advances 2 (12”) into a combat – rolls 3 dice and destroys an enemy unit. The panzer unit moves forward to take ground, then moves a further 6” and engages a second unit. Rolls 3 dice and destroys that unit too. Finally the panzers Advance again to take ground. The Panzer unit has moved a total of 5 moves or 30” and has rolled six dice destroying two units.
While it may seem wise to hold the armour back and use the fire-power advantage, playing more aggressively can be of much greater advantage. When armour move to take ground they may fire again, thus moving in close destroying or forcing a retreat enables you to move forward and roll a second time – and potentially at a second target. Note that this second attack can be at any target up to 3 range. If a second (or the same) target is engaged and retreats or is destroyed the tank may again take ground – but here ends the move. As you can see this can be a powerful
Stratgey, but for the German player it can be even better. To clarify, when a units engage in a close combat (they are adjacent and within 6”), and the attacking players destroys or forces the enemy unit to retreat, they may move into the space previously occupied by the other unit. Both infantry and Armour may do this – but not artillery.
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