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Heroes of Normandie: Battleground Set II – Harbor & Hills thumbnail

Heroes of Normandie: Battleground Set II – Harbor & Hills

Expansion for Heroes of Normandie

Heroes of Normandie: Battleground Set II – Harbor & Hills Rulebook

Table of Contents

Table of Contents

  • Terrain effects (contour line, water and fords)
    • Contour line
    • Water
    • Fords
  • Hills
    • Hills
    • Mound
  • Amphibious and swimmer (water movement)
    • Amphibious
    • Swimmer
  • Special vehicles and boats
    • Transport
    • Boats

Terrain effects (contour line, water and fords)

From the printed page 18 ("The battlefield", Chapter 3).

Contour line

A contour line separates two areas of different elevations.

Shots that cross a red line have their range limited to one square over the line (example A), unless the shooter is adjacent (example B).

Effects of Terrain elements that reduce Line of Sight apply normally (example C).

Infantry units block Line of Sight if both shooter and target are infantry units (example D).

Depending on the type of terrain (hill, bridge, beach...) the contour line may affect the movement of crossing units.

Water

Units that do not have the Amphibious special ability may not enter a water element (see page 40). Units that have this special ability may move in water normally, while all others are automatically Destroyed (removed from the game) if they somehow find themselves partially or totally entering a water square.

Fords

These elements are water areas that can be crossed by any unit, even exclusively amphibious ones.

Some previous versions of terrain tiles show neither the symbol nor the border. You can recognise them by their visuals, and they are subject to the same rules.

Hills

From the printed page 21.

Hills

Contour line – Difficult passage

Some regions are flatland and others are studded with low hillocks, knolls, mounds… Normandy is a region of beautiful green hills.

Hills are elements surrounded – usually completely – by a red contour line.

Two units firing at each other from different hills use normal elevation rules.

The printed diagram for hills carries four examples, labelled as follows:

  • (A) The LoS is not obstructed by the contour line.
  • (B) The LoS doesn't go beyond the square situated immediately after the contour line.
  • (C) The LoS is obstructed by the contour line situated on the square side at the center of the hill.
  • (D) The LoS is neither obstructed by the infantry unit nor the contour line.

Mound

A mound square is identified by a yellow border adjacent to a contour line.

A unit in a mound square does not block a line of sight that changes elevation across the red line to which it is immediately adjacent (A), but it does block LoS in every other case (B, C & D).

The printed mound diagram marks examples A to D. The page gives no separate caption text for the mound diagram.

Amphibious and swimmer (water movement)

From the printed page 40, the second water section, read with page 18.

Amphibious

The unit may move into water areas that have the water symbol.

If the Amphibious symbol has a red outline, the unit is exclusively aquatic. It means the unit can only move in water squares.

Swimmer

A unit that has this special ability can move into water squares. As soon as one of these units enters a water square, it receives a Suppressed marker. Immediately apply the Suppressed marker penalty.

The unit must keep this Suppressed marker as long as it stays in a water square and will discard it at the end of the Supply phase on the turn it gets out of the water.

Special vehicles and boats

From the printed page 49, "Special vehicles".

Transport

This vehicle can transport infantry units. Use the following chart to determine how many units it can embark.

The chart's capacity values (shown as 1, 4 and 7 beside the Transport icon) are not legible in the text layer of the source and are not transcribed here.

Units that have the symbol shown in the chart on their visible side, as well as Characters, count as 1. All other units count as 2.

Vehicles that have the Transport special ability cannot transport more than one larger-than-one-square infantry counter (such as cannons).

During the Activation or Supply phase, an Infantry unit can move into or out of a vehicle at the beginning or the end of its move, from or into an adjacent square.

It is possible to launch an assault from a vehicle that has the Transport special ability; it is also possible to retreat into a transport after being defeated in assault, whether as attacker or defender.

A unit that is onboard a vehicle can receive an Order. It can therefore fire from the vehicle or move off it.

Draw the LoS of the embarked unit from one of the squares the vehicle occupies.

Infantry units do not block LoS of embarked units.

Heavy weapon units (red outline) cannot fire from a vehicle unless they have the Move and Fire special ability, in which case the corresponding penalty does not apply.

A unit inside a vehicle cannot be targeted by a Firing action or affected by an explosion Template, or be targeted by an Assault.

An Infantry unit onboard a vehicle exerts no Zone of Control while it is inside the vehicle.

When a vehicle is Destroyed, troops inside suffer no Damage but must be redeployed in unoccupied squares adjacent to the wreck. This is a Forced move. They must be deployed on their Inactive side when the vehicle is Destroyed. They may not be redeployed in a square within an enemy ZoC. The player who owns these units chooses where to redeploy them. Put a Suppressed marker on each of them.

If there is no unoccupied square, the unit is destroyed in the explosion.

Boats

Printed heading: "The Colibri and other boats of the same type …"

Boats are special heavy vehicles.

They only have one Defense value.

They discard one life point when they are dealt one Damage, and are turned over onto their "sunk" side when they lose their last life point.

They can hold units in their unoccupied squares.