Memoir '44: Pacific Theater

2006 · Expansion for Base-game

Memoir '44: Pacific Theater

Adds forces and scenarios set in the Pacific Theater, introducing Imperial Japanese units, US Marines, new terrain hexes and naval elements. Provides new command rules and unit types that change movement and combat interactions specific to island and jungle environments. Integrates with the base game to expand scenario options and strategic choices on amphibious assaults, naval support, and terrain-based tactics.

Players
2–8 best 2
Playing time
30–60 min
Age
8+
Complexity
2.2 / 5
7.8 on Ludoyafrom $34.39WargameWorld War IIHand ManagementDice RollingCampaign / Battle Card Driven

On Ludoya's tables

Full stats in Ludoya
1
Plays logged
1
Players
22
In collections
1
On wishlists
2
Pre-ordered

7.8/10

from 3 Ludoya reviews

  • Tom7.2

    A great expansion for the game, with nitty-gritty battles, more plastic troops, and some really terrific terrain. See my review for more details...

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can Japanese infantry ignore flags rolled against them?

Yes. Japanese infantry must ignore the first flag rolled against them; if they are on terrain or an obstacle that already ignores a flag, they ignore the first two flags, and Japanese infantry in caves ignore all flags. (p. 7)

Can Japanese infantry move two hexes and still battle?

Yes, an ordered Japanese infantry unit may move two hexes and battle when making a Close Assault—the Banzai charge—but terrain movement and battle restrictions still apply. With an Infantry Assault card, it may still move two hexes and battle, but not move three hexes and battle. (p. 7)

How many units can the US Marines activate with a Section card?

US Marines may activate one additional unit whenever a Section card is played. Tactic cards that normally activate four units activate five instead, and those that activate one activate two; other listed Tactic cards remain unchanged. (p. 7)

How does combat work at night?

At night, visibility initially extends only one hex, so combat is limited to Close Assault. At the start of each US turn, four dice are rolled; each Star increases visibility by one hex, and until full daylight, Air Power and Barrage may order only one unit. (p. 8)

What happens when a unit enters a minefield?

Any unit entering a minefield must stop. An enemy unit reveals the minefield and rolls dice equal to its strength, scoring hits on matching unit symbols or grenades; a friendly unit from the side that placed it ignores it, while retreating units pass through without stopping or rolling. (pp. 8–9)

Can Japanese infantry move between cave hexes?

Yes. Only Japanese infantry may move from an occupied cave to any other empty cave as their entire movement for the turn, and they may still battle afterward. (p. 4)

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.