Heroes of Normandie: Battleground Set 3 – Rails & Roads
Heroes of Normandie: Battleground Set 3 – Rails & Roads Rulebook
Table of Contents
Table of Contents
Trains
From the printed page 30 ("Trains", "Wagons", "Engines", "Move" and "Taking the train"), and the printed page 31 ("Derailment").
Train structure
The total of all the wagons plus the engine make up the train and cannot be separated unless there is a derailment or the scenario says otherwise.
You cannot breach a train element.
Wagons
Wagons are buildings capable of movement when attached to an engine. When a wagon is Destroyed, wagons attached to it and on the opposite side from the engine are dissociated from the rest of the train.
Some of them, identified by the Floor, can receive a turret. This turret is Destroyed if the wagon under it is turned over onto its rubble side.
The location of the turret is indicated by a square with a green outline. At least one of the turret's squares must be on that square. The turret may not cover two wagons.
The square(s) under turrets are impassable.
Turret units have only one Defense value. This Defense value can be a light vehicle's or a heavy vehicle's. They are turned over onto their Wreck side when they take Damage.
Engines
An engine follows the same rules as wagons.
It moves when given an Order during the Activation phase or without Order during the Supply phase, pulling all the wagons with it. The owner of the train does not need to put a unit in the engine to drive it.
If an enemy unit enters the engine, the owner loses control of it. The train continues moving at the same speed.
If this unit has the Engineer special ability, the owner can drive the train and choose its speed.
A train's controlling player can change several times during the game.
Move
A train can only move on rails!
Unless the scenario says otherwise, the train starts with a speed of 2 placed on the engine where the word SPEED is printed.
The speed marker shows which speed markers it can be replaced with.
The driving player can change speeds at the beginning of the train's Movement action.
The train can move a number of squares equal to its speed or 1 less.
Example from the Compendium: the speed is 4 squares, so the train may then move 3 or 4 squares.
When moving backwards, choose a negative speed value.
Taking the train
An Infantry unit may enter or exit a train that is at a halt without penalty. Do not take into account the half-square in front of the train.
An Infantry unit can enter a train if the train's speed it between 4 and -4. (Printed as "speed it between" in the source; the word "is" appears to be missing. Transcribed as printed.)
It must end its Movement action if the train is moving (current speed is higher than 0). If the train doesn't move (current speed is equal to 0), the Infantry unit may finish its Movement action.
A vehicle can only enter a wagon when the train is stopped.
Crunch!
If, at the end of the train's Movement action, a unit is under the train:
- if it is an Infantry unit, a heavy vehicle or a vehicle's wreck, move it to an adjacent square (this is a Forced move). In addition, infantry units receive a Suppressed marker, heavy vehicles receive a Hull Damage marker (3-4), and the train derails (see Derailment below). Wrecks receive two destruction points.
- If it is a light vehicle, destroy it and turn it over onto its Wreck side. Its owner puts the wreck counter in one or more adjacent unoccupied squares.
Derailment
If the engine enters a square impassable to it (any other than a rail square) or is Destroyed (for example by Opportunity Fire) while moving, complete its Movement action (up to the maximum of its present speed) then turn it over onto its Wreck side.
Roll as many dice as its present speed. For each result of 4 or more, a wagon also derails. Start with the one attached to the engine and work your way back.
If the engine is Destroyed before completing that turn's Movement action, it also derails. Complete the entire Movement action (maximum present speed) then apply the derailment rule.
If the train runs into a building, it derails. Put the engine's wreck in the building and resolve wagon derailment as above. Then roll as many dice as the selected speed. For each result of 4 or more, the building receives a Destruction marker.
Examples from the Compendium (page 31):
- The train speed is 4 squares. It runs into a forbidden square (destroyed rails in red). The player controlling the train must end its movement action, then he must turn the engine onto its wreck side. He rolls 4 dice (speed is 4) and gets 1 result higher than 4. He turns the wagon closest to the engine onto its wreck side.
- The train speed is 6 squares. It runs into a building. The player controlling the train must end its movement action on the first square of the building tile, then he must turn the engine onto its wreck side. He rolls 6 dice (speed of 6) and gets 3 results higher than 4. He turns the two wagons onto their wreck side. He rolls 6 dice again (speed of 6) and gets 4 results higher than 4. He places 4 destruction markers on the building and turns it onto its ruin side (the building had 4 structure points).
Roads
The Compendium's text for road elements is limited to the two passages below. They are general terrain rules that name roads among their examples; the Compendium does not tie them to a specific road tile, so they are transcribed as printed and no road-tile rule is added.
Defensive elements (road side)
From the printed page 22 ("Defensive elements").
These Terrain elements added to the board represent anything that opposes enemy progress. They are always placed between two squares and never diagonally. For aesthetic reasons, they all have two sides, one for grass and the other for sand or road.
Areas under a higher position (elevated roads)
From the printed page 25 ("Areas under a higher position"). The Compendium's stilted-structure text on the same page concerns amphibious movement and is not transcribed here.
Some elements are higher positions you can move through (bridges, platforms, elevated roads, etc.). These elements are split in different areas, each area has a number.
When a unit ends a Movement action under such a higher position, place it off the board with a heavy vehicle Damage marker displaying the number of the area it is in.
If given an Order token, or in the Supply phase, the unit can come out from any square marked by an arrow from the same area. A unit under a higher position can stay there as many turns as you want it to.
As many units can enter an area as there are squares in it.
A unit on a square adjacent to an area under a higher position (squares identified by arrows) can take a Firing action targeting a unit inside the area and vice versa. Indirect fire may never target an area.
If an explosion Template is placed in an area, every unit in the area is considered covered by the Template.
Infantry units under a higher position get +2 to their Defense value whether the attacker is inside or outside the area.
A unit in an area under a higher position may fire at or assault another unit in the same area. In case of Assault, do not apply fallback rules for the losing unit or advanced move rules for the victor.