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Heroes of Normandie: Big Red One Edition – Solo Mode thumbnail

Heroes of Normandie: Big Red One Edition – Solo Mode

Expansion for Heroes of NormandieExpansion for Heroes of Normandie: Big Red One EditionExpansion for Heroes of Stalingrad

Heroes of Normandie: Big Red One Edition – Solo Mode Rulebook

Table of Contents

Table of Contents

  • 1 - Presentation
    • The Common Sense
    • Scenarios
    • 1.2 - Components
  • 2 - Setup
    • 2.1 - Set Up the AI
      • Faction
      • 1.1.2 Attitude
      • 1.1.3 Difficulty and Danger Levels
        • Danger Levels
        • Danger Tiles
        • Danger Gauge
    • 2.2 - Tactical Bonuses
      • Tactical Bonus Descriptions
      • Life Points
    • 2.3 - Cards
  • 3 - Game Turn
    • 3.1 - Order Phase
      • Player Orders
      • AI Orders
        • Communications Scrambled
        • Assign Orders
    • 3.2 - Activation Phase
      • Reveal a Player's Order Token
      • AI Reaction Cards
        • Difficulty and Reaction Cards
        • Special Reaction
        • Lasting Effects
  • 4 - Clarifications
    • 4.1 - Special Abilities
    • 4.2 - Recruitment Options
  • 5 - Decision Tables
    • 5.1 - Place an Order
    • 5.2 - Movement
    • 5.3 - Firing Action
      • 1 - Choose a Target That:
      • 2 - Choose a Target That:
      • 3 - The AI Unit Taking the Firing Action Must:
    • 5.4 - Assault
      • 1 - Choose a Target That:
      • 2 - The AI Unit Performing the Assault Must:
    • 5.5 - Choose an Action
      • 1 - An Assault If:
  • 6 - Scenarios
    • Family Meeting - Chapter 1
      • Battlefield and Deployment
      • Composition of the Armies
      • Solo Mode Set Up
      • Victory Conditions
    • Family Meeting - Chapter 2
      • Battlefield and Deployment
      • Composition of the Armies
      • Solo Mode Set Up
      • Victory Conditions
  • 7 - Scenarios List
    • V.2
      • Bombing
      • Airstrike
    • 7.1 - Heroes of Normandie
      • Core Box V.1
      • Sainte-Mère-Église
      • Carentan
      • Pegasus Bridge
      • D-Day
      • Civilians Under Fire
      • The Invasion Begins! (Gazette #0)
      • Achtung Minen! (Gazette #1)
  • 8 - Gaming Aids
    • 8.1 - Solo Mode Keywords
    • 8.2 - Dealing Shoe Assembly
    • 8.3 - Solo Mode Icons

1 - Presentation

The Common Sense

The first and most important rule to apply is the rule of the Common Sense.

Please heed this advice:

  • On the AI turn, always play in its best interests.
  • When activating an AI unit, or placing an Order Token on one of its units, only consult the Decision Tables if you do not see an obvious solution.
  • If an action puts an AI unit in a situation that you consider absurd, don't take it.
  • The system governing the AI cannot be perfect, nor as good as computer-driven AI. You alone are in charge of the difficulty of the AI. Allowing the AI to play stupidly, will result in bland SOLO games devoid of excitement. On the other hand, if you heed our advice, the AI will defy you to ingeniously overcome its challenges and possibly defeat it... honourably.

Scenarios

Despite our best efforts, the Artifcial Intelligence we have developed still has certain shortcomings.

The AI cannot play a faction which must perform a specific action (such as placing an explosive in a particular location, collecting items scattered on the battlefield, ...), but that doesn't really matter. After all, it's up to the player to achieve the complex goals whilst the AI instead tends to behave and respond according to common tactics.

We listed the existing scenarios in chapter 5 (p.17) identifying whether they are suitable for the Solo Mode and adding clarifications where needed. From this point forward, any information required to use the Solo Mode will be integrated in future scenarios.

Some scenarios will be created specifically for the Solo Mode. Two of these are already included in this booklet.

1.2 - Components

  • Action Cards - x70
  • Reaction Cards - x46
  • Danger Marker - x1
  • AI Setup Tiles - x12: Faction Setup Tiles - x3, Difficulty Setup Tiles - x3, Attitude Setup Tiles - x3
  • Anonymous Unit counters - x48: Anonymous Unit - x30, Anonymous Numbered Unit - x10 + Numbered Marker x10, Anonymous Decoy Unit - x8
  • Danger Tiles - x18: Yellow, Red and Black Aggressive Danger Tile - x3 each; Yellow, Red and Black Defensive Danger Tile - x3 each
  • Dealing Shoes / Decision Tables - x4
  • Tactical Bonuses - x12
  • Life Point Markers - x10
  • Scenario markers - x12
  • Reinforcements Bag - x1
  • AI Dashboard - x1
  • Units bag - x1

2 - Setup

Select a scenario from those in your collection.

2.1 - Set Up the AI

After selecting a scenario, you must choose the faction and define the Attitude and Difficulty parameters of the AI you are going to face. Place the AI Setup Tiles on the corresponding boxes.

Faction

The AI may play one of these 6 Factions:

  • Germans (Western Front)
  • Germans (Eastern Front)
  • Americans
  • Russians
  • Commonwealth
  • FFI

1.1.2 Attitude

There are Attitudes: Defensive, Balanced and Aggressive.

They can be chosen regardless of the role of the AI in the scenario, that is, you can fight a defending AI that has an Aggressive Attitude.

The chosen Attitude has repercussions on certain Reaction Cards, on the bonuses granted by the Danger Gauge, and during the Supply Phase.

The Balanced Attitude is the most difficult to play because it requires the player to make more decisions.

1.1.3 Difficulty and Danger Levels

There are three Difficulty levels: Easy, Medium and Hard.

The AI gains bonuses when it loses units. These bonuses depend on the chosen Difficulty.

Danger Levels

There are 4 Danger Levels: green, at the start of the game, then yellow, red and finally black.

The green Danger Level (printed on the AI Dashboard) provides the same Danger Bonus regardless of the chosen Difficulty. This starting bonus allows the AI to draw an Action Card at the start of each Order Phase.

Danger Tiles

The yellow, red and black Danger Bonuses depend on the chosen Difficulty. They are represented by the Danger Tiles.

There are 9 Danger Tiles for Defensive Attitude and 9 for Aggressive Attitude, 3 for each Danger Level (yellow, red and black). The back of each tile indicates which Attitude it corresponds to.

  • Shuffle, face down, the Danger Tiles corresponding to the chosen Attitude.
  • Then, place one Danger Tile, still face down, per Danger Level (yellow, red or black) on the AI Dashboard.
  • For the Balanced Attitude, place the Danger Tiles from the other two Attitudes in one of the bags, draw one and place it face down on the AI Dashboard.

Do this for each Danger Level (yellow, red and black).

Danger Gauge

Place the Danger Marker on space 1 of the Danger Gauge.

Whenever the AI loses a unit, the Danger Marker goes up one space.

When the Danger Marker reaches a threshold that increases the Danger Level (indicated by the skulls and the change of color), the corresponding Danger Tile is revealed and its effects are immediately applied.

Bonuses granted by the Danger Tiles are cumulative.

Example: The AI loses its second unit. The Danger Marker goes up one space on the Danger Gauge. The chosen Difficulty is Medium. The marker crosses a Danger threshold (the Danger Level turns from Green to Yellow), so the Yellow Danger Tile is revealed and the AI benefits from its Bonus.

You can place the revealed Danger Tiles near the battlefield as a reminder of the available Danger Bonuses.

Gather your units and set up the Battlefield as explained in the selected scenario.

2.2 - Tactical Bonuses

Always use any required Tactical Bonuses from the Solo Mode instead of those from the Heroes of Normandie core box.

If the scenario is lacking Tactical Bonuses, place the Solo Mode Tactical Bonuses anyway. Their number will depend on the size of the battlefield.

  • 1 or 2 Terrain Board(s) = 1 Tactical Bonus
  • 3 Terrain Boards = 2 Tactical Bonuses
  • 4 Terrain Boards = 3 Tactical Bonuses
  • 5 or 6 Terrain Boards = 4 Tactical Bonuses

Distribute them evenly, outside any deployment zones.

Make a pile with unused Tactical Bonuses, face down, and place it in the corresponding dealing shoe.

When the AI wins a Tactical Bonus (by controlling it or gaining it thanks to a Reaction or Action Card), if nothing is specified, it is placed on its Dashboard.

The AI has room for 4 Tactical Bonuses on its Dashboard. Once these spaces are filled, any extra Tactical Bonus gained by the AI is discarded and therefore ignored.

Tactical Bonus Descriptions

The Effect of a Tactical Bonus is different depending on whether it was gained by the AI or by a player.

Grand Strategy x1 (Single Use)

  • AI: Until the end of the game, the AI has one additional Numbered Order Token.
  • Player: Discard this Tactical Bonus during an Order Phase to gain a Special Order Token for that turn.

Danger x2 (Single Use)

  • AI: Move the Danger Marker up one space, then discard this Tactical Bonus.
  • Player: Move the Danger Marker down one space, then discard this Tactical Bonus.

Resupply x1 (Single Use)

  • AI: At the start of each Order Phase, the AI regains 1 used marker from a Gear Option. Return it to its Option Tile. To choose which marker to take, apply these priorities: Grenades / Ammo / Panzerfaust / Rifle Grenade / Knife / your choice.
  • Player: Discard this Tactical Bonus during an Order Phase to regain every used marker from a Gear Option of your choice.

Reinforcements x2 (Single Use)

  • AI: Draw a unit from the Reinforcements Bag and deploy it, then discard this Tactical Bonus.
  • Player: Discard this Tactical Bonus during any Supply Phase to deploy one of your Destroyed Infantry Units in your deployment zone.

Advantage x1 (Permanent)

  • AI: Until the end of the game, the AI will move first during the Supply Phase.
  • Player: Discard a Tactical Bonus of your choice from the AI Dashboard.

Opportunistic x1 (Permanent)

  • AI: The AI may have up to 4 Action Cards in its Reserve.
  • Player: Your hand of cards is increased by 1.

Tactician x2 (Permanent)

  • AI: During each Order Phase, after placing your own Numbered Order Tokens, assign the lowest one to one of the AI units (see p.18 Place an Order - Decision Board 5.1).
  • Player: Until the end of the game, you have one additional Numbered Order Token.

Trap x1 (Instant)

  • AI/Player: All adjacent units suffer a Hit with the Combat Values printed on this Tactical Bonus. If the AI draws this Tactical Bonus with a Reaction or Action Card, there is no effect.

Nothing x1 (Instant)

  • AI/Player: No effect.

Life Points

Life Point markers may be placed on AI units. They may come from a Reaction Card, an Action Card, a Danger Tile, a scenario effect, ... A unit can receive more than one Life Point marker. Discard a Life Point marker to negate a Hit or a Damage that the unit has just received.

If the result of the Firing Action involves a Double Hit, you must discard 2 Life Point markers. If the unit does not have enough Life Point markers, it suffers one Hit for each missing marker.

2.3 - Cards

Make two separate decks with the AI Reaction Cards and Action Cards and place them in their corresponding dealing shoe.

Action Cards

  • Include the AI cards with the red cog icon and cards from only the faction played by the AI. Those cards have that faction's specific icon.
  • When the AI draws an Action Card, either play it or put it in the AI Reserve (under the Dashboard). Action Cards can only be stored in slots 1 to 3, ONLY the Opportunistic Tactical Bonus may be placed in slot X.
  • Remove Initiative cards from your Action Cards deck.
  • When you play a No! Action Card, you can negate the effect of an Action Card the AI has just played, or you may discard an Action Card of your choice from the AI Reserve.
  • If an AI Action Card cannot be played immediately, nor placed in the Reserve, it is discarded.
  • Some Action Cards have the die icon accompanied by a text explaining when this bonus can be played. This bonus gives a +1 to any AI die roll.
  • Some Action Cards have a Lasting Effect (see chapter 3.2 Reaction Cards p.12).

2.4 - AI Units

After the AI army is assembled, sort out the units:

  • Gather all Characters as well as counters larger than a 1-square counter (such as guns). All of these will henceforth be called Particular Units.
  • Put all Vehicles together.
  • Collect all combat group sized Infantry Units (the size of a Rifle Team).
  • Separate all Infantry Units with the Scout Special Ability from this collection.

Units Bag

Put only the combat group sized Infantry Units without the Scout Special Ability in the Units Bag. Particular Units and those with Scout Special Ability are kept aside.

Anonymous Unit Counters

Take one Anonymous Unit counter for each Infantry Unit counter placed in the Units Bag.

Take one Particular Unit counter for each Particular Unit set aside. The Numbered Anonymous Unit counters are accompanied by a marker with the same number. Place these markers on the token of the units they are replacing. Particular Units replaced by Numbered Anonymous Unit counters are placed next to their Recruitment Tiles.

Take one Decoy Unit counter for every 3 Anonymous Unit and Numbered Anonymous Unit counters. There cannot be more than 8 Decoy Unit counters.

Shuffle all Anonymous, Numbered Anonymous and Decoy Unit counters and place them in a face down stack.

Reinforcements Bag

  • Place minimum 3 or more Infantry Units in the Reinforcements Bag.
  • WARNING: All counters in the bag must be the same size.
  • The Reinforcements Bag may contain infantry counter-sized Light Vehicles (such as Zündapps).
  • If your choice includes a Particular Unit, place a numbered marker on its counter and add the corresponding Numbered Anonymous Unit counter to the bag instead.

Favor the units of the unused Recruitment Options corresponding to the Recruitment Tiles determined by the scenario. You can also choose from common Recruitment Options (generic faction-coloured stripes) or Orders Options from your collection.

If the AI is facing an army that has one or more Heavy Vehicles, try to place at least one Infantry Unit with an effective Combat Value against Heavy Vehicles (such as bazookas or PAK40s) in the bag.

If you place a Character (Hero, Officer, ...) in the Reinforcements Bag, do not add its Recruitment Tile to the AI army. The Character will not have access to any bonuses (such as special markers, sniper board, Order Token, ...) present on it.

During the game, whenever an AI Infantry Unit (except Particular Units) is Destroyed, it is placed in the Reinforcements Bag.

Units Set Up Example

  1. The scenario instructs to make an army for the AI with the Festungskompanie (A), 1 Pak 40 Group (B), 1 Defense Group (C) and 1 artillery spotter (D). The 3 MG 42 HMG (E), the 3 Gunners (F), as well as the 2 Fire Groups (G) are placed in the Units Bag.

  2. 8 (3+3+2) Anonymous Unit counters are selected. The 3 Particular Units (the Pak 40 (H), OL.Grimme (I), the officer and the artillery spotter (J)) are replaced by the Numbered Anonymous Unit counters 1, 2 and 3. The corresponding markers are placed on these 3 units.

    Since there are 11 counters (3+4+1+3), 3 Decoy Unit counters are added. A stack is formed with all these 14 counters.

  3. The player selects 4 units as Reinforcements. The Command Group (K) and the Zündapp (L) are placed in the bag. The 2 Particular Units, Heinrich (M) (the hero) and the 7,5cm IG 18 (N) (the gun) are replaced by the Numbered Anonymous Unit counters 4 and 5 which are put in the Reinforcements Bag. The corresponding numbered markers are placed on these 2 units.

Attention: Units with the Scout Special Ability are never placed in the Units Bag, the Reinforcements Bag or the Unit Stack (see Unit Bag p.08). They are set aside.

2.5 - Deployment

You deploy first, deploy AI units next as follows:

Scouts

  • Deploy units with the Scout Special Ability first, if possible to the maximum distance granted by the Scout Special Ability.
  • Deploy Vehicles, out of the LoS of your units, as close as possible to the Objectives, but one square apart if possible.
  • Deploy Infantry Units as close to the Objectives as possible. Either place them, one square apart, in Terrain Elements or stack them (only for deployment) in Vehicles with the Transport Special Ability.
  • Units with the Ambush Special Ability are placed on their Concealed Side.

Other Units

If the scenario specifies that other AI units have to enter play by squares marked with an arrow, place their counters next to the corresponding battlefield edge.

During the first turn Activation Phase, these units will consider any Firing Action or Suppressive Fire Effects as a Tactical Movement in order to enter the game (see "Description of the Effects", p.13).

Units that did not enter the battlefield during the Activation Phase will enter during the Supply Phase.

If the scenario assigns a deployment zone for AI units, deploy them according to these rules:

  • Start by deploying the Vehicles, as close as possible to the Objectives. Make sure that they are not blocked by an Impassable Terrain Element, and that they are outside the LoS of your units. Place them at least two squares away from each other.
  • Proceed by deploying the counters from the stack formed with the Anonymous Unit, Numbered Anonymous Unit and Decoy Unit counters, without looking at them.

Deploy the counters, preferably at least one square apart, along the front line of the AI deployment zone. Place the counters in Terrain Elements with a Defensive Bonus, or positions suitable for Ambush. Counters which cannot be placed in Terrain Elements are placed outside the LoS of your units.

If a deployment line is filled, put any remaining counters on the next line but avoid placing these counters right behind those positioned in the line before them. Thus AI units will be deployed in roughly staggered rows.

  • Either way, if there are multiple Objectives, try to distribute the units evenly among them.

Example (deployment): The AI first deploys the 2 units with the Scout Special Ability in Terrain Elements, at the maximum distance of the Scout Special Ability (3 squares) and as close as possible to the Objective. Then the player deploys the 2 Vehicles, closest to the Objective and out of the LoS of the player's units. The player chooses the right side of the AI deployment zone and deploys the unit tokens, one square apart, in Terrain Elements or Vehicles with Transport Special Ability on the front line. Once the front line is completed, the player deploys unit tokens on the next line, behind a gap left in between units on the former line, thus creating a staggered rows formation. Continue until all units have been deployed.

Units Deployment Example

The player must deploy these units for the AI:

  • 2 Vehicles with the Transport Special Ability.
  • 11 Anonymous Unit counters, including 2 Decoy and 2 Numbered Anonymous Unit counters.
  • 2 Infantry Units with the Scout Special Ability.

(The page shows the deployment zone diagram, with numbered positions 1 to 5 for the units.)

3 - Game Turn

Once the setup is done, you can start the game. Good luck!

3.1 - Order Phase

Player Orders

Take the amount of Numbered and Special Order Tokens to which you are entitled to. You can play Action Cards to get more.

You don't need to take Bluff Order Tokens if you don't have Aircraft units in your army (for the "In the sky!" rules).

Place the Order Tokens on your units.

AI Orders

Check how many Numbered Order Tokens the AI is entitled to and place them in the Available Orders box on the Dashboard.

  • If the AI has a Tactician Action Card in Reserve, it gains one more Numbered Order Token for the turn.
  • Some Tactical Bonuses give the AI an additional Numbered Order Token.
  • Each AI unit with the Autonomous Special Ability also grants the AI an additional Numbered Order Token.
Communications Scrambled

After placing the Order Tokens in the Available Orders box, you can play one, and only one, Communications Scrambled Action Card, if you have it. This allows you to discard the lowest Numbered Order Token among those in the Available Orders box.

Assign Orders

Starting with number 1, take a sequential series of Numbered Order Tokens equal to the amount of revealed AI units with the Autonomous Special Ability. Add one extra Token if the Tactician Tactical Bonus is present on the Dashboard. Shuffle all these Tokens, face down. Without disclosing, assign one to each revealed AI unit with the Autonomous Special Ability. There will be a Token left if the Tactician Tactical Bonus granted an extra. Assign it to an AI unit, according to the "Placing an Order" decision table (see 5.1 - p.18). Other AI units will receive Numbered Order Tokens during the Activation Phase.

3.2 - Activation Phase

The player always has the Initiative.

Reveal a Player's Order Token

Reveal your lowest Numbered Order Token or a Special Order Token but BEFORE activating your unit, you must draw a Reaction Card from the AI deck. Resolve its Effects immediately.

Warning: If you reveal a Special Order Token, do not draw a Reaction Card.

AI Reaction Cards

Most Reaction Cards have 2 Effects. Start by resolving Effect 1, proceed with Effect 2, then discard the card.

Difficulty and Reaction Cards

Some Effects are applied depending on the set Difficulty. They are indicated by the corresponding icons.

This Effect is only applied if the Difficulty is set to Medium or Hard.

Special Reaction

Some Reaction Cards have one or more Special Effects. They are applied according to the set Attitude.

The first Special Effect is only applied if the Attitude is set to Defensive. In addition, this effect is a Lasting Effect (see below).

The second is only applied if the chosen Attitude is Balanced.

The third is only applied if the set Attitude is Aggressive. In addition, this effect is a Lasting Effect (see below).

Lasting Effects

This icon indicates that the Effect of a Reaction Card or Action Card lasts until the end of the turn.

When a card with a Lasting Effect is drawn, it is placed on the AI Dashboard, in the Lasting Effect box. If the AI draws a new Reaction Card with a Lasting Effect, it is placed on top of the previous one and its Effect replaces that of the previous one.

Warning: All of these cards are discarded at the end of the turn.

Activation Phase Steps

Activating the Player's Unit

Activate your unit.

Reveal an AI Order Token

Reveal the AI's lowest Numbered Order Token and activate this unit. If there is none, this step is skipped.

Referring to the "Choosing Action" Decision Table (see 5.5 - p.24), determine what action the unit will take. If the activated unit turns out to be a Decoy Unit, its activation ends. Its counter and the Numbered Order Token are discarded.

Reveal a Concealed Unit

Ambush rules apply to AI units with this Special Ability.

When a concealed unit meets the conditions to be spotted (it takes a Firing Action, one of your units has a clear LoS on it or is two squares or less away from it, ...), flip its counter to its revealed side.

  • If the revealed unit is an Anonymous Unit, draw a counter from the Units Bag. This unit replaces the revealed Anonymous Unit. Discard the Anonymous Unit counter.
  • If the revealed unit is a Numbered Anonymous Unit, replace its counter with the unit that was assigned the marker with the same number. Discard the Numbered Anonymous Unit counter.

When activating an AI unit, it uses its Gear Options (grenades, Panzerfaust, Ammo, ...) as soon as possible.

Activation Phase Steps Summary
  • Step 1: The player reveals his Order Token.
  • Step 2: If this is not a Special Order, the player draws a Reaction Card.
  • Step 3: The player applies the Effects of the Reaction Card.
  • Step 4: The player's unit is activated.
  • Step 5: The player reveals the AI's lowest Numbered Order Token.
  • Step 6: The player activates the AI unit.
Terrifying

When this unit wins an Assault, in addition to the Damage inflicted, it places 2 Suppressed Markers on his opponent, if he has not been Destroyed. If it loses the Assault, whether it is Destroyed or not, it places 1 Suppressed Marker on his opponent.

Description of the Effects

Reinforcements

Draw a unit token from the Reinforcements Bag, then place it in the AI deployment zone, according to deployment rules.

If the drawn unit brings a Numbered Order Token, it will be added to the available Numbered Order Tokens during the next Order Phase. If there are no more counters in the bag, ignore this Effect.

Warning: Always add any destroyed AI Infantry Units to the Reinforcements Bag.

Place an Order

Place the lowest available Numbered Order Token on one of the AI units, according to the "Place an Order" decision table (see 5.1 - p.18). If there is no Numbered Order Token available, this Effect is ignored.

Action Card

Draw an Action Card from the AI deck and place it face up in the Reserve on the AI Dashboard.

  • When and how an Action Card will be used is explained on the card itself. Some cards must be resolved immediately after being drawn.
  • Discard Action Cards and ignore their effect if they cannot be stored in the Reserve because it already contains 3 Action Cards (4 if the Opportunistic Tactical Bonus is included).
  • When the deck of Action Cards is exhausted, reshuffle the discard pile and make a new deck.

Important: For all of the following Effects, after activating the unit, place an Activated Marker on it.

Tactical Movement

Referring to the "Movement" Decision Table (see 5.2 - p.19), select an Unactivated Unit that does not have a Numbered Order Token and have it take a Movement Action.

If the icon shows a +1, add 1 to the Movement Value of the selected unit.

Thanks to this icon, the selected unit gains the Urban Fighter Special Ability which allows passage through one or more windows (openings with white arrows) during its Movement Action.

  • If a unit on its Concealed Side is selected, only reveal it if it is spotted by one of your units.
  • If the revealed unit is a Decoy Unit, its activation ends and its counter is discarded.
Firing Action

Referring to the "Firing Action" Decision Table (see 5.3 - p.20), select an Unactivated Unit that does not have a Numbered Order Token and have it take a Firing Action.

If the icon shows a +1, add 1 to the Combat Value of the selected unit for this Firing Action.

  • If a unit on its Concealed Side is selected, only reveal it if it is spotted by one of your units.
  • If the revealed unit is a Decoy Unit, its activation ends and its counter is discarded.
Suppressive Fire

Proceed as for Firing Action (see Decision Table, "Firing Action" 5.3 - p.20), but this Firing Action is a Suppressive Fire.

Even if the selected Unit does not have the Suppressive Fire Special Ability, it still performs a Suppressive Fire but does not double its Combat Value (it does, however, double other bonuses).

If this icon is present, the selected unit adds 2 to its die roll result.

  • If a unit on its Concealed Side is selected, only reveal it if it is spotted by one of your units.
  • If the revealed unit is a Decoy Unit, its activation ends and its counter is discarded.
Assault

Consult the "Assault" Decision Table (see 5.4 - p.22) to determine a target. Select an Unactivated Unit within range of the target but without a Numbered Order Token and have it take a Movement Action ending up in an Assault.

If the icon shows a +1, add 1 to the Combat Value of the selected unit for this Assault.

  • If no revealed unit has the Assault Special Ability, ignore this Effect.
  • If the only feasible Assault is suicidal, meaning the bonus difference is +3 or more in favor of your unit, the Effect is also ignored.
Far Far Away...

AI units that start the game outside the battlefield will consider any Firing Action or Suppressive Fire Effects as a Tactical Movement in order to enter the game.

3.3 - Supply Phase

Player's Supply Phase

The player's units act first.

AI Supply Phase

  • Start by moving any AI units that do not bear the icon and whose Movement Action may lead to controlling or contesting an Objective.
  • Then choose the side of the battlefield closest to an Objective and move units up, line by line, to the opposite side of the battlefield.
  • If there are multiple Objectives, or if the Objective is situated at the center of the battlefield, randomly choose a side.

To find out how to move AI units, refer to the "Supply Phase" Decision Table (see 5.6 - p.26). Depending on the chosen Attitude, the AI units do not have the same priorities (see 5.6 - p.26).

Some Guidelines for the Supply Phase

  • If AI units are outside a Terrain Element, try not to position them adjacent to each other.
  • Once an Objective is controlled or contested by an AI unit, do not move other units into squares adjacent to that Objective.
  • AI units will still attempt to approach the nearest Objective, even when it is already controlled by the AI.
  • AI units only stop in a square adjacent to the Objective if the square is part of a Terrain Element.
  • If the Objective is too far, more than twice the unit's Movement Value, the unit moves into a Terrain Element so that it has LoS on the Objective or on one or more of the player's units.
  • A unit that is already in a Terrain Element will prefer to stay there, but will move within it to get LoS to more of your units. It will move to a different Terrain Element only if that move would put it within LoS of more of your units.
  • A unit that is outside a Terrain Element advances toward the player's deployment zone, stopping in the first Terrain Element it encounters while trying to get the most of your units in its LoS.

Example of an AI Supply Phase

The player plays the Americans against the Germans. He has just finished his Supply Phase and is moving to the AI Supply Phase. The steps below refer to the numbered and lettered markers on the example diagrams.

  1. The player begins with the units whose Movement Action can lead to controlling or contesting an Objective. The player moves the unit present in the SdKfz (1A). The other unit (1B) that might challenge the Objective can't suffer more than 1 Hit. It cannot therefore move there (see "Supply Phase" Decision Table 5.6).
  2. The player chooses the right side of the Battlefield, the one closest to the Objective, and starts with the first line. The Recon Group has received Order Token and is therefore already Activated.
  3. The player moves onto the next line. The SdKfz has already been Activated.
  4. Two units are present on this line, the Recon Group which was not selected in step 1B and an Anonymous Unit. The player decides that the best solution for the AI is not to move the Recon Group as that would reveal it without bringing it closer to the Objective.
  5. On the next line, the unit with Order Token is already Activated. Continued on next page.
  6. One unit that was already Activated on this line.
  7. (A) The first unit moves to enter the SdKfz and get closer to the Objective. (B) The second SdKfz, along with a transported unit, moves closer to the Objective. It only moves 3 spaces so as not to be adjacent to other revealed AI units (avoiding being an easy target for indirect fire). (C) The unit transported by the SdKfz leaves the vehicle because the SdKfz is in the LoS of some player's units (see 5.6). It is not spotted as it goes from one Terrain Element (the SdKfz) straight into another (a hedgerow). (D) The unit moves because the player's units are either out of LoS or at long range (see 5.6). It is spotted by the A unit. The player turns over the Anonymous Unit counter and reveals a Decoy Unit. Its activation ends and its counter is discarded.
  8. (A) This unit moves so as to have the player's units in its LoS while remaining in Terrain Elements. (B) This unit moves and enters a Terrain Element.
  9. (A) 1 unit moves so as to have the player's units in its LoS while remaining in a Terrain Element. (B) The MG42 moves in a Terrain Element and is flipped on its Active Side because it has enemy units in its LoS (see 5.6).

4 - Clarifications

4.1 - Special Abilities

The following Special Abilities have specific rules when used by the AI:

  • Crew: If the scenario does not say otherwise, this unit will start either in a Heavy Vehicle or a Light Vehicle, in that order of priority.
  • Medic: The unit assigns the Medic Marker to the first unit that suffers a Hit. Therefore, it considers this unit as a Primary Objective.
  • Machine Gunner: If the AI unit doing the Firing Action has this Special Ability, it only splits its Combat Value to a maximum of 2 targets.
  • Sniper: If the Sniper is drawn from the Reinforcements Bag and takes a Firing Action use the Sniper Table printed on Ludwig's Recruitment Tile.
  • Pursuit: If the chosen Attitude is Aggressive, the unit always uses this Special Ability if it can. Otherwise, the unit only uses it if the Pursuit Special Ability does not cause it to enter a new ZoC.
  • Bodyguard / Substitute: The unit uses this Special Ability as soon as possible.
  • Mechanic: The unit considers Heavy Vehicles which have suffered Damage(s) as Primary Objectives.
  • Autonomous: Each AI unit with this Special Ability grants the AI an additional Numbered Order Token.
  • Barrage Order / Tank Barrage Order: When this unit is affected by a Firing Action Effect, it allows up to three other units (heavy weapons for Barrage Order or Heavy Vehicles for Tank Barrage Order) to apply the same Effect. These units must meet the priorities in "Firing Action" Decision Table (see 5.3 - p.20).
  • Heroic Charge: When this unit is activated with an Assault Effect, it allows one to three other units to apply the same Effect. These units must meet the priorities in "Assault" Decision Table (see 5.4 - p.22).

4.2 - Recruitment Options

The AI uses its Recruitment Options whenever possible. The following Recruitment Options have special rules when used by the AI:

  • Concealed: Replace the large Concealed markers with Decoy Unit counters. Do not use the small Concealed markers.
  • Directives: Place the Directive markers, face down. Beginning on Turn 2, and continuing until the markers are exhausted, draw a Directive marker at the end of each Order Phase and place it on an AI Officer unit (yellow outline) that has the most AI units within 3 squares.
  • Flares: During a Firing Action, the AI uses its Flare markers if at least two of the player's units can be illuminated. The AI does not use Flare markers to illuminate an already illuminated area.
  • Hardboiled: The AI uses its Solid markers as soon as one of its units receives a Suppressed Marker.
  • Improvisation / Initiative / Intrepid: Ignore these options.
  • Infiltration: As with Concealed, replace the Infiltration markers with Decoy Unit counters. Additionally, after deploying the AI units, move 2 Anonymous Units 3 squares toward the nearest Objective.
  • Position: An AI unit can place a Position marker instead of taking a Movement Action if it is not in a Terrain Element and is in the LoS of at least one player unit.
  • Sentinels: The Sentinel unit counters are not placed in the Units Bag, but deployed at the start of the game.
  • Tricky: As with Concealed, replace Tricky counters with Decoy Unit counters.

5 - Decision Tables

The following Decision Boards show the priorities that will guide you to choose which units to affect an Effect, or an Activation, but don't forget that they are only guidelines, and that the Common Sense rule is the most effective way to play the AI in its best interest.

Reading direction: These priorities are read top to bottom and, within a priority, left to right.

  • If no unit matches the first priority, go to the next one, and so on until you find a unit that meets a condition.
  • If several units correspond to a priority, check next priorities until only one of these units meets the conditions.
  • In any case, if no unit meets the priorities, select one at random.

5.1 - Place an Order

Assign the Numbered Order Token to an AI unit that:

Priority #1: Doesn't have any Suppressed Markers.

Priority #2: May take a Movement Action allowing it to Control or Contest a Primary Objective.

Reminder: Only Infantry Units can control an Objective.

Priority #3: Has Clear LoS on:

  1. The rear or side Defense Value of one of your Heavy Vehicles.
  2. One of your Light Vehicles.
  3. One of your Infantry Units bearing the skull icon.

Priority #4: May take a Movement Action allowing it to Control or Contest a Secondary Objective.

Priority #5:

  1. May use a grenade or may place a template in Direct Fire that covers at least 2 of your units.
  2. Has an Indirect Fire Special Ability and may place a template that covers at least 2 of your units.
  3. Has Clear LoS on at least one of your units that is outside a Terrain Element.
  4. Has the Suppressive Fire Special Ability.

Priority #6: May take a Movement Action allowing it to control or contest a Tactical Bonus.

Priority #7:

  1. Is a Heavy Vehicle.
  2. Is a Light Vehicle.
  3. Is not on its Concealed Side.
  4. Is not in a Terrain Element.
  5. Determine a unit at random.

Important: Avoid assigning a Numbered Order Token to a unit which might get Destroyed before it can be Activated.

5.2 - Movement

Priority #1: Has not been assigned a Numbered Order Token (only if the Movement Action is carried out thanks to the Effect of a Reaction Card) and is not on its Concealed Side.

Priority #2: Be able to control or contest an Objective during its Movement Action. In this case, the unit should get as close to the target as possible. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

Priority #3 (For Aggressive Attitude only): Have an Objective in its LoS. In this case, the unit must move closer to the Objective while attempting to complete its Movement Action in a Terrain Element offering the highest possible Defensive Bonus. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

Priority #4: Be a Heavy Vehicle or a Light Vehicle and not have LoS to one of your units, or only have an Obscured LoS to one of your units. In this case, the unit must move to have a Clear LoS.

Priority #5: Be outside a Terrain Element. In this case, the unit must move into the nearest Terrain Element offering the highest Defensive Bonus, while getting closer to the nearest Objective. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

Priority #6: Be in a Vehicle and in the LoS of one of your units. In this case, the unit must exit the Vehicle and move into the Terrain Element offering the highest Defensive Bonus.

Priority #7: Be an Infantry Unit and not have LoS to your units, or only have Obscured LoS to one of your units. In this case, the unit must move in order to have Clear LoS and complete its Movement Action in a Terrain Element offering the highest possible Defensive Bonus.

Priority #8: Be a unit determined at random. In this case, the unit must move closer to the nearest Objective. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

The AI unit you select must:

Important: In any case, the unit uses its Fire on the Move Special Ability, whenever a target is available.

5.3 - Firing Action

Choose (1) for a Firing Action or (2) for a Suppressive Fire.

1 - Choose a Target That:

Priority #1: Is one of your units adjacent to one or more of your other units, and on which an AI unit can use a template.

Priority #2: Is one of your units in Clear LoS of an AI unit, is not at long range and is outside a Terrain Element or in a Terrain Element with the lowest Defensive Bonus.

Priority #3: Is one of your units that Controls or Contests an Objective. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

Priority #4:

  1. Is one of your Heavy Vehicles whose rear or side Defense Value is in LoS of an AI unit with an effective Combat Value against Heavy Vehicles or that can use a Panzerfaust as an Alternate Firing Action.
  2. Is a Light Vehicle.
  3. Is one of your Infantry Units with the skull icon.

Priority #5: Is your closest unit to an Objective. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

2 - Choose a Target That:

Priority #1: Is one of your units that has an unrevealed Order Token.

Priority #2: Is one of your units in Assault range of another AI unit.

Priority #3: Is one of your units whose Movement Action would allow it to Control or Contest an Objective. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

Important: After choosing a target, see next page: (3).

3 - The AI Unit Taking the Firing Action Must:

Priority #1: Not have been assigned a Numbered Order Token. (Only if the Firing Action is carried out thanks to the Effect of a Reaction Card).

Priority #2: Be a Heavy Vehicle.

Priority #3: Not be on its Concealed Side.

Priority #4: Be a Light Vehicle.

Priority #5: (if Suppressive Fire, p.20) Have the Suppressive Fire Special Ability.

Priority #6: Be on its Concealed side.

Priority #7: Have the highest Combat Value.

5.4 - Assault

Choose (1), then proceed with 2.

1 - Choose a Target That:

Priority #1: Is one of your units in Assault range of another AI unit.

Priority #2: Is one of your units that controls or contests a Primary Objective.

Priority #3: Is one of your units that Controls or Contests a Secondary Objective.

Priority #4: Is one of your Infantry Units with the skull icon.

Priority #5: Is one of your units that has an unrevealed Order Token.

Priority #6: Is one of your units that Controls or Contests a Tactical Bonus.

Priority #7: Is one of your units whose Movement Action would allow it to Control or Contest an Objective. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

Important: After choosing a target, see next page: (2).

2 - The AI Unit Performing the Assault Must:

Priority #1: Not have been assigned a Numbered Order Token. (Only if the Assault is carried out thanks to the Effect of a Reaction Card).

Priority #2: Not be on its Concealed Side.

Priority #3: Be an Infantry Unit with the skull icon.

Priority #4: Have a bonus to its Assault roll equal to or higher than yours. This bonus includes the Combat Value, the bonus of the Assault Special Ability, the bonuses granted by the Action Cards, the bonuses granted by the current Danger Level, ...

Important: If the bonus difference is 3 or more in your unit's favor, ignore that Effect or Activation.

5.5 - Choose an Action

AI unit takes (1), (2), or (3):

1 - An Assault If:

Priority #1: The AI unit has the Assault Special Ability and one of your units is in Assault range.

Priority #2: One of these units Control or Contest an Objective. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

Priority #3: One of these units bears the skull icon.

Priority #4: The AI unit has a bonus to its Assault roll equal to or higher than your unit.

Warning: If none of these priorities can be applied, the unit may perform... 2 - Suppressive Fire if.

2 - Suppressive Fire If:

Priority #1: The AI unit has the Suppressive Fire Special Ability and one of your units is in range.

Priority #2: One of your units has an unrevealed Order Token.

Priority #3: One of your units is in Assault range of another AI unit.

Priority #4: One of your unit's Movement Actions would allow it to Control or Contest an Objective. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

Warning: If none of these priorities can be applied, the unit may perform... 3 - a Firing Action.

3 - A Firing Action If:

As printed, each of the five priorities below is labelled Priority #7.

Priority #7: The AI unit can use a template, with the Howitzer or Indirect Fire Special Ability, but must at least overlap two of your units with the template.

Priority #7: The AI unit has Clear LoS to one of your units which is not at long range and is outside a Terrain Element.

Priority #7: The AI unit has (Clear or Obscured) LoS to one of your units that Controls or Contests an Objective. The priority of the Objectives is as follows: Primary Objective, Secondary Objective, Tactical Bonus.

Priority #7: The AI unit has (Clear or Obscured) LoS to one of your units that:

  1. Is one of your Heavy Vehicles whose rear or side Defense Value is in LoS of an AI unit with an effective Combat Value against Heavy Vehicles or that can use a Panzerfaust as an Alternate Firing Action.
  2. Is a Light Vehicle.
  3. Is one of your Infantry Units with the skull icon.

Priority #7: The AI unit has in its LoS (Clear or Obscured) one of your units whose Movement Action would allow it to Control or Contest an Objective.

Warning: If none of these priorities can be applied, the unit may perform... a Movement Action (see 5.2 - p.19).

5.6 - Supply Phase

According to the Attitude, choose (1), (2), (3) or (4).

Important: Try to avoid placing AI units adjacent to each other when they are outside a Terrain Element. Similarly, try to avoid orienting AI Heavy Vehicles with their rear Defense Value facing your units' LoS.

1 - For All Attitudes

Priority #1: Move AI units that do not bear the skull icon and whose Movement Action allows them to Control or Contest an Objective.

Priority #2: AI units that do not have LoS to your units, move to have Clear LoS to as many of your units as possible while choosing the nearest Terrain Element offering the highest Defensive Bonus. If this is not possible, they move closer to your nearest unit while finishing their Movement Action in a Terrain Element.

Priority #3: AI units outside a Terrain Element move to the nearest Terrain Element with the highest Defensive Bonus, or get into a Vehicle with the Transport Special Ability.

Priority #4: AI units that have one or more of your units in their LoS but at long range, move to be within normal range of one of your units, while finishing their Movement Action in a Terrain Element.

Priority #5: AI units with the Tripod Special Ability on their Inactive Side move to the nearest Terrain Element offering the highest Defensive Bonus. They flip to their Active Side if they have one or more of your units in their (Clear or Obscured) LoS. If they are already in a Terrain Element with a Defensive Bonus, they flip to their Active Side.

Priority #6: AI Officers, units with the skull icon and Light Vehicles move out of your units' LoS or, if that is impossible, move to the nearest Terrain Element offering the highest Defensive Bonus.

2 - For the Defensive Attitude

Priority #1: AI Infantry Units never finish their Movement Action outside of a Terrain Element unless that Movement Action is to Contest a Primary Objective that would bring you victory at the end of the turn.

Priority #2: AI units on their Concealed Side do not enter a square in which they would be revealed, unless they try to Control an Objective.

Priority #3: AI units that are not on their Concealed Side move to the nearest Terrain Element and flip to their Concealed Side if the conditions allow it.

3 - For the Balanced Attitude

No particular rule. The player can apply, for each unit, the Defensive or Aggressive Attitude.

4 - For the Aggressive Attitude

Priority: If the AI still has grenades, try to place up to two AI units per building occupied by your own units, each facing a different opening, even if the destination square is not in a Terrain Element.

Some Instructions

  • Try not to position AI units adjacent to each other, especially if they end their Movement Action outside a Terrain Element.
  • Even if it is already controlled by the AI, an AI unit tries to approach the nearest Objective.
  • If an Objective is already controlled, AI units stop in a square adjacent to the Objective only if that square is part of a Terrain Element.
  • If the Objective is too far away, more than twice its Movement Value, the AI unit moves into a Terrain Element so that it has a LoS on the Objective or to one or more of your units.
  • An AI unit that is in a Terrain Element leaves it for another, or moves inside it, if this allows it to have more of your units in its LoS.
  • An AI unit that is outside a Terrain Element advances to your deployment zone by stopping in the first Terrain Element it encounters, while trying to get the most of your units in its LoS.
  • AI units that have the Tripod and the Indirect Fire special abilities (such as mortars) flip to their Active Side as soon as possible.

6 - Scenarios

The two Solo Mode scenarios included in this booklet are transcribed below. The scenario flavour-text paragraphs are omitted; the header lines, battlefield and deployment, army composition, Solo Mode set up and victory conditions are transcribed. The battlefield maps are diagrams on the printed pages, and the army compositions are unit-card graphics, transcribed here as the card names and point values printed on them.

Family Meeting - Chapter 1

  • Front: Normandy
  • Armies: German / US
  • Date: June 1944
  • Players: 1

Battlefield and Deployment

The battlefield is shown as a diagram on the printed page: a player's deployment zone and an AI deployment zone, with the map section labels A-01, B-01, C2-A, C4-B, C5-B and C6-A on the map. The squares numbered 10 are shown on the AI deployment zone.

Composition of the Armies

  • 16th Inf. Reg. 1st Inf. Div. - 170 points: Rifle Platoon (70 points): Rifle Squad (50), Grenade (5) X3, Ammo (10) X3. Luke "Griff" Brassert with Overwatch (10).
  • Reg. 304, 2. Pz.-Division - 210 points: Panzergrenadiere (65 points): Panzergrenadiere (45), Grenade (5) X3, Assault Group (55). Set Ludwig aside. He will be deployed during the game. Ludwig (25) with Veteran (15) X3.

Solo Mode Set Up

Set the AI Attitude to Aggressive and choose the Difficulty.

Preparation

  • The AI plays the Germans and you play the Americans.
  • You have the Initiative each turn.
  • Place 1 US Primary Objective and 1 Secondary Objective.
  • Also place 3 Tactical Bonuses from the Solo Mode.
  • Draw 3 Action Cards.
  • The game lasts 6 Turns.
  • German units will enter play through the squares marked with arrows. Remember that as long as they're not on the battlefield, the AI units consider all Reaction Card Effects 1 as Tactical Movements (see p.13).
  • Units that did not enter the game during the Activation Phase will enter during the Supply Phase.

Solo mode set up

  1. Place the corresponding Danger Tiles on the Dashboard, without looking at them.
  2. Remove faction-specific Action Cards that the AI is not playing (German Eastern Front, American, Commonwealth, Russians, FFI). Then make two separate decks, one with Action Cards, the other with Reaction Cards.
  3. Place all Infantry Units in the Units Bag, except the Particular Unit (Oberleutnant Berger) and the 2 Recon Groups (they have the Scout Special Ability (see p.8)).
  4. Place the marker on Oberleutnant Berger.
  5. Take 7 Anonymous Unit counters.
  6. Take the Numbered Anonymous Unit counter.
  7. As there are 8 counters (7 Anonymous Units and 1 Numbered Anonymous Unit), also take 2 Decoy Unit counters.
  8. Make a stack with those 10 counters and place it near the squares marked with arrows.
  9. Place at least 3 Infantry Units of your choice in the Reinforcements Bag (remember that you may also choose an infantry token-sized Light Vehicle). If your choice includes a Particular Unit, place a numbered marker on its counter and add the corresponding Numbered Anonymous Unit token to the Reinforcements Bag instead.
  10. Deploy the 2 Recon Group units on their Concealed Side, in the squares numbered 10. These are the only squares suitable for their deployment, thanks to their Scout special ability.
  11. At the start of the Order Phase, check how many Numbered Order Tokens the AI has, and place them in the Available Orders box on the Dashboard.

Victory Conditions

The goal for the AI is to control as many Objectives as possible before the end of turn 6. Your mission is to prevent it.

  • At the start of the Activation Phase of turn 2: Place a Life Point marker on the 3 AI Infantry Units closest to an Objective.
  • At the start of the Activation Phase of turn 3: Place Ludwig in one of the 6 squares circled in red.
    • The chosen square must be free, non-adjacent to any of your units, and Ludwig must have LoS on at least one of your units.
    • If more than one square meets these guidelines, choose one.
    • If no square meets these guidelines, Ludwig will arrive in the next turn under the same conditions.
    • Once in place, Ludwig performs an Alternative Fire Action using his Sniper Special Ability.
    • For this Alternative Fire Action, the AI uses all available bonuses. Place an Activated Marker on Ludwig.
  • At the start of the Activation Phase of turn 5: If Ludwig is still alive, the Danger Marker is placed on the first space of the red Danger Level (7 in Easy mode, 6 in Medium mode, 5 in Hard mode). If the Danger Marker is already at a red level, it moves to the first space of the black Danger Level.
  • If Ludwig has been Destroyed, he comes back under the same conditions as in turn 3.

Victory conditions

  • Regular Victory: The AI controls only the Secondary Objective.
  • Major Victory: The AI controls none of the Objectives.
  • Minor Defeat: The AI controls only the Primary Objective.
  • Major Defeat: The AI controls both Objectives.

Family Meeting - Chapter 2

  • Front: Normandy
  • Armies: German / US
  • Date: June 1944
  • Players: 1

Battlefield and Deployment

The battlefield is shown as a diagram on the printed page: a player's deployment zone and an AI deployment zone, with the map section labels A-01, B-01, C-01, C1-B, C2-A, C3-A, C4-B, C5-B and C6-A on the map.

Geek option: You may replace Customizations for Luke and Major Brassert by Light Sabers (Assault +3 and Assault vs Heavy Vehicles).

Composition of the Armies

  • 16th Inf. Reg. 1st Inf. Div. - 245 points: Rifle Platoon (70 points): Bazooka Squad (55), Grenade (5) X3, M8 Greyhound (35), M4 Sherman (60). Luke "Griff" Brassert (25) with Sticky Bomb (5) X2.
  • Reg. 304, 2. Pz.-Division - 245 points: Feldkommando Major Brassert (30) with Panzerfaust (20) X3. Panzergrenadiere (65 points): Panzerschreck Group (55), Grenade (5) X3, Sd.Kfz. 234/2 Puma (40), Panzer II Luchs (50).

Solo Mode Set Up

Set the AI Attitude to Aggressive and choose the Difficulty.

Preparation

  • The AI plays the Germans and you play the Americans.
  • You have the Initiative each turn.
  • Place 1 US Primary Objective and 2 Secondary Objectives.
  • Also place 4 Tactical Bonuses from the Solo Mode.
  • Draw 3 Action Cards.
  • The game lasts 7 Turns.

Solo mode set up

  1. Place the corresponding Danger Tiles on the Dashboard, without looking at them.
  2. Remove faction-specific Action Cards that the AI is not playing (German Eastern Front, American, Commonwealth, Russians, FFI). Then make two separate decks, one with Action Cards, the other with Reaction Cards.
  3. Place all Infantry Units in the Units Bag, except the 2 Particular Units (Ob. Berger and Brassert) and the Recon Group (it has the Scout Special Ability (see p.8)).
  4. Place the 1 marker on Ob. Berger and the 2 marker on Brassert (or vice versa, as you wish...).
  5. Take 5 Anonymous Unit counters.
  6. Take the 1 and 2 Numbered Anonymous Unit counters.
  7. As there are 7 counters (5 Anonymous Units and 2 Numbered Anonymous Units), also take 2 Decoy Unit counters.
  8. Make a stack with those 9 counters.
  9. Place at least 3 Infantry Units of your choice in the Reinforcements Bag. If your choice includes a Particular Unit, place a numbered marker on its counter and add the corresponding Numbered Anonymous Unit token to the Reinforcements Bag instead.
  10. Deploy the AI unit with the Scout special ability 3 squares ahead of the AI's deployment zone. Place it on its Concealed Side, in a Terrain Element, as close as possible to one of the Objectives.
  11. Pick one edge of the AI's deployment zone and deploy the AI vehicles there, each closest to an Objective. Then, without looking at them, deploy the counters from the stack, prioritizing placement in Terrain Elements (see p.10).
  12. At the start of the Order Phase, check how many Numbered Order Tokens the AI has, and place them in the Available Orders box on the Dashboard.

Victory Conditions

The goal for both sides is to control as many Objectives as possible by the end of turn 7.

At the start of the Activation Phase of turns 3 and 5: roll a dice and apply the result corresponding to the Attitude:

DiceDefensiveBalancedAggressive
1-2AAB
3-4CDD
5-6EEE
  • A: Place a marker (the red marker icon shown on the printed page) on the 3 AI units closest to an Objective. Any one of these units can discard this marker to avert one Suppressed Marker.
  • B: Place a marker (the marker icon shown on the printed page) on the 3 AI units closest to an Objective. These units may take Opportunity Fire if they're not activated. Discard this marker once the Firing Action is resolved and place an Activated Marker on the unit.
  • C: Place a marker (the marker icon shown on the printed page) on the 3 AI units closest to an Objective. These units gain a +1 bonus to their Defense Value. Discard this marker after a Firing Action is taken against them.
  • D: Move all AI units 2 squares closer to the nearest Objective or Tactical Bonus. Try not to place them outside any Terrain Element. This Movement Action cannot result in an Assault.
  • E: Place a Life Point marker on the 3 AI Infantry Units closest to an Objective.

Victory conditions

  • Minor Victory: one of the two sides controls an Objective (primary or secondary) whilst the other does not control any.
  • Regular Victory: one of the two sides controls the Primary Objective and a Secondary Objective.
  • Major Victory: one of the two sides controls the Primary Objective and both Secondary Objectives.

If neither side controls an Objective, the side that Destroyed the opponent's Character (Luke or Brassert) wins the game. Any other result is a draw.

7 - Scenarios List

During setup, remember to adjust the number of Tactical Bonuses according to the size of the battlefield.

In the scenarios, the AI considers the item tokens (detonators, radio, ...) and the squares allowing to leave the battlefield as Primary Objectives.

We think the AI is unsuitable for certain sides or scenarios that would require far too many precisions, tweaks, and special rules to make things work properly. Nothing prevents you from trying though...

V.2

Specifications flagged V.2 are added to adapt the rules of V.1 to those of V.2.

Bombing

When the scenario asks you to play an Artillery Card (except for Flak 18), roll a dice, divide the result by 2, round up. The result is the number of Templates using the red Indirect Fire Special Ability that you must / can place anywhere on the battlefield. Each Template can scatter. For the Flak 18, use these Combat Values: +5, +4, and a template (explosion) icon.

Airstrike

When a scenario calls for an Aviation Card to be played, the concerned side takes the Thunderbolt or Focke-Wulf Recruitment Tile and can assign it an Order Token. He discards it at the end of the turn. Destroying the Aircraft Unit does not prevent the owning side from reusing the Recruitment Tile if the scenario specifies it. If you don't have an Aircraft Unit in your collection, do a Firing Action against any unit on the battlefield, except those placed in a building, using these Combat Values: +4, +3, +2.

7.1 - Heroes of Normandie

Core Box V.1

  • Godsend: The AI can play both sides.
  • Saving Private Rex: The AI cannot play the American side.
  • Plain Carnage: The AI can play both sides. Regardless of its Attitude, the AI will always move a unit to challenge the Objective you are controlling.
  • Slaughterhouse 5: The AI can play both sides.
  • My Heart Goes Boom!: The AI cannot play the American side.
  • The Road to Death: The AI cannot play the American side.
  • Out of Gas: The AI cannot play the American side. V.2: During turns 2, 4 and 6, the player can make an Airstrike.
  • War, It's a Mess!: The AI cannot play this scenario.
  • The Best Defense is a Good Offense!: The AI can play both sides.
  • Tempest of Fire: The AI can only play the American side. V.2: Once the three elements are together, the player does a Bombing.

Sainte-Mère-Église

If you are playing the campaign, the AI will play the Germans.

  • Pathfinders: The AI cannot play the American side.
  • Regroup!: The AI can play both sides. If it is playing the Americans, randomly select the Anonymous Units to drop in.
  • Pigeon Shooting: The AI can play both sides. If it is playing the Americans, randomly select the Anonymous Units to drop in. It considers the church as a Primary Objective and the Lights as German units.
  • When You've Gotta Go: The AI can play both sides. If it is playing Americans, randomly select the Anonymous Units that are sleeping.
  • La Fière, Part 1: The AI can play both sides. If it plays the Americans, the units of group #2 will enter during the Supply Phase. When setting up, set aside one of the Tactical Bonuses. It will be placed on turn 3.
  • La Fière, Part 2: The AI can play both sides. V.2: At the start of the Order Phase of turn 1, the Germans do a Bombing with 3 red templates.

Carentan

If you are playing the campaign, the AI will play the Germans.

  • Belgian Gate: The AI cannot play the American side.
  • Purple Heart Lane: The AI can play both sides. V.2: At the start of the Order Phase of turn 5, the German side takes a Firing Action against the side Defense Value of the M5 Stuart (or against the Greyhound if the M5 Stuart is Destroyed) using these Combat Values: +5, +4, and a template (explosion) icon.
  • Cole's Charge: The AI can play both sides. V.2: At the end of the Supply Phase of turns 4 and 6, the German do a Bombing with 1 red template.
  • Truce: The AI can play both sides. V.2: At the end of each Supply Phase, if the American side controls the Primary Objective, the AI rolls a dice. On a roll of 5 or 6, it does a Bombing with 3 red templates. It can only do this once per game.
  • Canal de Vire-et-Taute: The AI can play both sides.
  • Final Assault: The AI can play both sides.

Pegasus Bridge

If you are playing the campaign, the AI will play the Germans.

  • Orne River-Horsa Bridge: The AI can play both sides. If the AI is playing the Commonwealth, each group considers the squares on the opposite bank as their Primary Objectives.
  • Sound Asleep: The AI can play both sides.
  • Wake up!: The AI can play both sides.
  • Destruction: The AI can play both sides. Place 2 Tactical Bonuses on the bridge and 1 in each deployment zone.
  • Face to Face: The AI can play both sides. Place 2 Tactical Bonuses on the bridge and 1 in each deployment zone. V.2: On turn 5, the German side can make an Airstrike.
  • While we await the bagpipes: The AI can play both sides.

D-Day

The AI cannot play the American side in any of the 3 scenarios. V.2: At the end of the Supply Phase in turns 2, 4 and 6 of scenario 3 (Bloodbath), the Germans do a Bombing.

Civilians Under Fire

The AI cannot play the FFI side in any of the 3 scenarios.

The Invasion Begins! (Gazette #0)

  • No Mercy for the Brave!-part1: The AI can't play the American side. V.2: At the end of the Supply Phase of turns 2 and 5, the American side performs an Airstrike.
  • No Mercy for the Brave!-part2: The AI can play both sides.

Achtung Minen! (Gazette #1)

  • Watch your steps!: The AI cannot play the American side.
  • Juno Beach: The AI can play both sides. If it plays the American side, units with the Minesweeper special ability consider Mine markers as Primary Objectives.

Hobart's Funnies (Gazette #2)

  • Cut off the bridges: The AI cannot play the American side.
  • Red death!: The AI can play both sides. If it plays the German side, it considers Sasha as a Primary Objective and a priority target, and performs a Bombing at the end of the Order Phase of turns 6 and 7.

Easy Company (Gazette #3)

  • Rendez-vous: The AI can play both sides.
  • Carentan, what next?: The AI can play both sides.
  • Run Speirs, run!: The AI can play both sides. If it plays the American side, it considers Drennan as a Primary Objective, then, once the order is transmitted, Winters becomes the Primary Objective.

Brandenburger (Gazette #4)

  • Operation Eiche: The AI cannot play the German side.
  • A Mess in the Ardennes: The AI cannot play the German side.

Market Garden (Gazette #5)

  • 12 kilometers wasn't so far: The AI can play both sides.
  • Roast beef, polish sauce, 2 days at a high heat: The AI cannot play the German side.
  • Poor reception in province...: The AI can play both sides.
  • Then simmer on low heat...: The AI can play both sides.

And by the way, how are you? (Gazette #6)

The AI cannot play any scenarios.

Ouistreham (Gazette #7)

  • The breach: The AI cannot play the FFI side.
  • Place your bets: The AI can play both sides. If it is playing the FFI side, it will select Kieffer as soon as a Tactical Movement Effect is drawn if he can get off the board.
  • Counterattack: The AI cannot play this scenario.

The Vercors Maquis (Gazette #8)

  • Ambush at the neck of the high cross: The AI can play both sides.
  • Valchevrière: The AI can play both sides.
  • Black Wings: The AI cannot play the FFI side.

Scenarios Booklet #1

  • Who's Afraid of the Big Bad Wolf?: The AI can play both sides. If it plays the American side, after having deployed the units with the Scout Special Ability, distribute the number of remaining Anonymous Unit counters evenly between the road boards of the deployment zone.
  • The Giraffe Has a Long Neck!: The AI can play both sides. If it plays the FFI side, deploy an Anonymous Unit counter in each house, then deploy the other Anonymous Unit counters starting from the left side of the deployment zone and skipping a line each time.
  • The Tiny Tank Trashing: The AI can play both sides. It considers buildings as Primary Objectives.

7.2 - Heroes of Stalingrad

Core Box

  • Hello Boys...: The AI can play both sides.
  • Not One Step Back!: The AI can play both sides.
  • Shortage: The AI can play both sides. If it plays the Russian side, the officer considers the side marked with arrows as a Primary Objective.
  • Spasiba Comrade!: The AI can play both sides.
  • Project X: The AI can play both sides.
  • Extreme Makeover: Home Edition: The AI can play both sides. If it plays the German side, it considers the building as a priority target for its units with the Destruction special ability.
  • Barmaley the Pirate: The AI can play both sides. The 4 squares of the fountain are considered Primary Objectives. If the AI plays the Russian side, Maria Oktiabrskaia considers her tank (Fighting Girlfriend) as a Primary Objective.
  • Round Trip: The AI can play both sides.

Scenarios Booklet #1

  • Quite a Reception: The AI can play both sides. If it plays the German side, it considers the squares beyond the yellow line as Primary Objectives.
  • Next Station...Hell: The AI can play both sides.
  • The Final Assault: The AI can play both sides. All squares of the factory are considered Primary Objectives which the AI can never control even if its units are present in the factory.

Snipers

  • The player shuffles the AI Sniper Decoy counters. A Sniper Decoy counter can be selected for a Tactical Movement or Firing Action Effect, but not for a Suppressive Fire or Assault Effect. A Sniper Decoy counter can also receive an Order Token.

8 - Gaming Aids

8.1 - Solo Mode Keywords

Attitude: Set at the start, it determines which Reaction Card Effects will be resolved and how the AI units will react during the Activation Phase and Supply Phase. Attitude also determines which Danger Tiles are placed on the Dashboard.

Difficulty: Set at the start, this determines the pace for Danger Tiles to be revealed, thus providing their Bonus.

Effects: An effect to be resolved on a Reaction Card.

Lasting Effect: An effect of a Reaction Card or Action Card that lasts until the end of the current turn.

Anonymous Unit: A counter representing an AI unit, usually an Infantry Unit, that has not yet been revealed.

Anonymous Numbered Unit: A counter representing a Particular Unit of the AI that has not yet been revealed. A specific marker is placed on the counter of the corresponding Particular Unit.

Decoy Unit: A counter representing a Decoy AI unit that is discarded after being revealed.

Special Units: An AI unit that is either a Character or an Infantry Unit whose counter is larger than one square.

8.2 - Dealing Shoe Assembly

The page shows two diagrams, "large shoe assembly" and "small shoe assembly", each numbered 1 to 3. The assembly is shown graphically and is not reproduced as text.

8.3 - Solo Mode Icons

The printed page is an icon key. Its labels are listed below in the order printed; the icons themselves are graphics on the printed page.

  • Attitude: Defensive; Balanced; Aggressive.
  • Difficulty: Easy; Medium; Hard.
  • Effects: Draw a unit from the Reinforcements Bag and deploy it; An AI unit takes a Firing Action; An AI unit takes a Movement Action; An AI unit takes a Suppressive Fire Firing Action; An AI unit takes a Movement Action that ends in an Assault; Place a Numbered Order Token; Draw an AI Action Card; This Effect lasts until the end of the turn.
  • Icons: AI unit / Player's unit; Unit that may suffer 2 Hits; Unit that requires only one Hit to be destroyed; Unit with the Assault Special Ability; Unit with the Indirect Fire Special Ability; Unit with the Fire on the Move Special Ability; Unit with the Suppressive Fire Special Ability; Infantry Unit, Light Vehicle & Heavy Vehicle controlled by the Player; Infantry Unit, Light Vehicle & Heavy Vehicle controlled by the AI; Unit inside a Terrain Element; Unit outside a Terrain Element; Unit with an Order Token; Unit on its Concealed Side; Unit inside a Vehicle; Unit inside a Terrain Element with the lowest Defensive Bonus; No Suppressed Marker; AI unit controlling an Objective; Player's unit controlling an Objective.
  • Icons (continued): Or...; And...; Move toward...; Move and reach...; Move toward if...; Unit with the highest Combat Value; Must cover more than one unit with an explosion Template; Unit in firing range; Unit in assault range; AI Unit with a better Assault bonus; Unit not on its Concealed Side; Unit boarding or leaving a vehicle; Terrain Element / Terrain Element with the highest Defensive Bonus; Primary Objective / Secondary Objective / Tactical Bonus; Heavy Vehicle having its rear and/or side Defense Value in an opponent's LoS; Randomly determine a Unit; Unit not at Long Range; Short range (- 7 squares); Long range (+ 7 squares); Has a Clear LoS; Has an Obscured LoS; Has no LoS; Has a Clear or Obscured LoS; Unit without an Order Token; Officer.
Action Cards
  • 2.4 - AI Units
    • Units Bag
    • Anonymous Unit Counters
    • Reinforcements Bag
    • Units Set Up Example
  • 2.5 - Deployment
    • Scouts
    • Other Units
    • Units Deployment Example
  • Activation Phase Steps
    • Activating the Player's Unit
    • Reveal an AI Order Token
    • Reveal a Concealed Unit
    • Activation Phase Steps Summary
    • Terrifying
  • Description of the Effects
    • Reinforcements
    • Place an Order
    • Action Card
    • Tactical Movement
    • Firing Action
    • Suppressive Fire
    • Assault
    • Far Far Away...
  • 3.3 - Supply Phase
    • Player's Supply Phase
    • AI Supply Phase
    • Some Guidelines for the Supply Phase
    • Example of an AI Supply Phase
  • 2 - Suppressive Fire If:
  • 3 - A Firing Action If:
  • 5.6 - Supply Phase
    • 1 - For All Attitudes
    • 2 - For the Defensive Attitude
    • 3 - For the Balanced Attitude
    • 4 - For the Aggressive Attitude
    • Some Instructions
  • Hobart's Funnies (Gazette #2)
  • Easy Company (Gazette #3)
  • Brandenburger (Gazette #4)
  • Market Garden (Gazette #5)
  • And by the way, how are you? (Gazette #6)
  • Ouistreham (Gazette #7)
  • The Vercors Maquis (Gazette #8)
  • Scenarios Booklet #1
  • 7.2 - Heroes of Stalingrad
    • Core Box
    • Scenarios Booklet #1
    • Snipers
  • Initiative / Motivation: These Special Abilities are ignored.
  • Minesweeper: The unit never moves more than one square while in a minefield so as not to trigger a mine.