Wired Wolfs' Air Command rules for Memoir ‘44

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. 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.
Anti-Aircraft Attacks:
If an aircraft model ends its turn in a hex over or adjacent to an enemy unit it may be subjected
to Anti-Aircraft fire. Aircraft are assumed to be flying at relatively low levels during this battle.
Ground units eligible for AA attacks:
Dug-in Infantry
Armored units
To resolve AA fire roll 1 battle die for each unit adjacent to the aircraft, and 2 for any units
directly underneath the aircraft. If a Grenade is rolled, the aircraft has suffered a hit and is
removed 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 may
LAND at an airfield. If that aircraft stays “grounded” for at least 1 turn, draw back up to 4 Air
Command 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 NO
AC card is played).
Aircraft Notes:
The Storch is the only aircraft capable of the Recon Air Command card, conversely, it is also the
only aircraft incapable of any sort of combat. In effect, the only actions available to it are
Moving, Idle, Rescue, Recon.
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 upon
the type of aircraft.
--Draw 4 Air Command cards then roll 3 dice, for each Star discard 1 card (represents
fuel/range limitations)
--1 Air Command card MUST be used per turn, or the aircraft is removed from the game (no
medals 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
Standard Orders
To issue a “Standard Order” just play any card from your hand as per normal and choose one of
the 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 (Aircraft leaves play after this card is used)
Dive Bomb (Base is 3), ignores terrain bonuses
--Ground Interdiction (Ground unit attack)
Ground Interdiction (Base is 2/1): fighter attacks any ground units that
MOVE during the opposing turn in the 2 surround hexes. Terrain bonus applies
-- Bombing run (Aircraft leaves play after this card is used)
Level bombing run pattern (Basic is 2/2/2), ignores terrain bonuses
--Strafe
Strafe attack pattern (1/1/1). Move Aircraft model to the END of the
line from the strafing run, this indicates its last position.
Current Card Mix:
--Clear Skies! (5)
--Air Interdiction (4)
--Recon (3)
--Dive Bomb (3)
--Ground Interdiction (3)
-- Bombing run (3)
--Strafe (6)
--Kamakazi! (3)
Gray Scale Cards:
Color Cards