Heroes of Normandie: Carentan
Heroes of Normandie: Carentan Rulebook
Table of Contents
Table of Contents
New Rules
Holey, Holey, Holey
When a unit with the Destruction special ability fires at a building or a unit inside a building, it will make a hole in the building.
If the shot is aimed at a unit, the hole will be made in the wall in front of it (A).
If the shot is aimed at the building itself, the hole will be made in the targeted space (B or C).
If the point of impact is a corner, the player must choose one of the two walls that meet at the point of impact (C or D).
Diagram caption: Roll the number of dice indicated in the Destruction symbol, and apply the destruction rule as explained in the rulebook.
1 Destruction point side: If you roll one 6 on the D6s you may place a Hole marker, showing its 1 destruction point side, instead of the usual Destruction marker. Infantry units can enter and leave the building by passing through the hole in the wall; however, they must end their movement as soon as they are past the hole. If a Hole marker is already present, you may turn it to its 2 demolition points side.
2 Destruction points side: If you roll two or more 6s on the D6s you may spend two of the 6s to place a Hole marker, showing its 2 destruction point side, instead of the usual Destruction marker. If a Hole marker is already present, you may turn it to its 2 demolition points side. Infantry units can enter and leave the building by passing through the hole in the wall. They do not have to end their movement once through the hole, and can therefore continue their movement.
If the point of impact is a corner, you can:
- either choose one of the two walls, and place a 2-point Hole marker there (D or C);
- or place one 1-point Hole marker on each of the two walls affected by the blast pattern (D or C).
Hole markers count toward the number of demolition points necessary to destroy the building.
Holes and Blast Patterns
If the shot uses a blast pattern, and the blast pattern covers only one wall, the point of impact is the wall under the blast pattern (A).
If the blast pattern covers two walls of the same building (B), roll the number of dice indicated in the Destruction symbol on the blast pattern.
- If you roll only one 6, choose one of the two walls (B), and place the Hole marker on it showing its 1 demolition point side.
- If you roll at least two 6s, you can:
- either choose one of the two walls (B), and place the Hole marker on it showing its 2 demolition point side;
- or place one Hole marker (showing its 1 demolition point side) on each of the two walls affected by the blast pattern (B).
If the blast pattern covers two buildings (or more), roll the dice for each building, and apply the rules above (C and B).
A blast pattern, or a grenade placed inside a building cannot make holes in the walls.
In order to shoot through a hole, the shooter or the target have to be adjacent to the Hole marker.
New Special Abilities
Charge
"When this unit initiates an Assault, it has the option to make a free attack first. Move the unit like in a regular Assault, then resolve the free attack using the firing rules. The target can benefit from any terrain defence bonus. If the target survives, resolve the Assault." If the target survives, resolve the assault. If the target is eliminated, the unit must finish its movement in the space that the target occupied. The unit can take an additional Fire Action by using an "Burst into action" Action card, as well.
Note: the printed text repeats the phrase "If the target survives, resolve the assault" across the two sentences above; it is transcribed as printed.
Urban Combatant
The unit can enter or leave a building by any opening (door or window) indicated by a blue or white arrow. It cannot enter bunkers in this fashion.
Fragile
This unit's morale is very low. It immediately deserts if it loses an assault or if it is engaged in an assault while it has a Suppressed marker. Remove the unit.
Heroic Charge
A unit with this special ability who has an order can activate up to three other infantry units up to three spaces away from him, who have not already been activated.
The selected units (at most 1+3) absolutely must enter a space occupied by an enemy, and thus launch an assault on it.
If, for one reason or another, one or more of the units cannot end their movement in a space occupied by an enemy (before resolving the assault), assign 2 Suppressed markers to each one that couldn't get there. This does not apply to any of the ones that took part in the assault.
Place an Activated marker on each of the selected units (except for the one that already has an Order) in order to indicate that it was activated.
The order in which you use these units is up to you.
Belgian Gate
It takes two infantry units adjacent to the Belgian Gate in order to move it. These units can be in any of the eight spaces adjacent to the Belgian Gate.
They can move it with a single Order (assigned to either of the two units) during the Activation phase. They take this action instead of movement or shooting. Flip the Belgian Gate over to its "Displaced" side, and place an Activated marker on the unit that didn't have the Order.
They can also move the Belgian Gate during the Supply Phase if they haven't been activated previously (with an Order or an Activated marker). They take this action instead of movement.
It is also possible to put it back in place in the same manner. Flip it back to its "In Position" side. It can also be destroyed by a unit with the Demolition special ability.
Component images: the Belgian Gate in position and displaced.
3 Rooms, Kitchen, Bath...
An explosion (grenade or other) that occurs in a room of a multi-room building is contained by the walls bounding the room. The walls are indicated by red markings.
Diagram caption: the walls are indicated by red markings.
New Recruitment Options
Camo
This option gives you 3 Camo markers. Discard one Camo marker to gain a +1 bonus to an infantry unit's defense value. You can use as many Camo markers as you want in a single attack, but you must announce how many BEFORE your opponent rolls the die. This option will not protect a unit from a blast pattern.
Fortified
This option gives you 3 or 5 Fortified markers. Each marker adds +1 to the defense bonus granted by the building in which it is placed. These markers are placed during the deployment phase. Each time the building receives a Destruction point, you must also discard a Fortified marker from it. It is impossible to fortify a bunker.
Lions of Carentan
Units that have this character trait do not retreat when they lose while defending against an assault (if they survive). They receive a Suppressed marker instead. This option can only be used by German paratroopers, placed on an officer's recruitment tile. The attacking unit must return to the space from which it initiated the assault.
Overwatch
This option gives you 3 Overwatch markers. You can take opportunity fire during an enemy unit's movement (as explained in the rules for Opportunity Fire). Discard the Overwatch marker, regardless of the result. The unit that fired loses its Order if it has one, and either way, receives an Activated marker.
Special Recruitment: Osttruppen Battalion
You can buy this recruitment option if you have bought at least one recruitment tile (platoon or officer).
The Osttruppen can only benefit from other options' effects if they are attributed to the officer's recruitment tiles.
Carentan Campaign
Each scenario can be played independently or one after the other in order to compose a minicampaign. If you go with the campaign, apply the effects of the different victory conditions; otherwise, ignore them.
If you play the campaign, terrain destroyed in one scenario will not be replaced in the following scenarios, and destroyed buildings remain on their ruined side. Unless the scenario specifies otherwise, heroes and officers eliminated in a scenario are only wounded, and are able to return to duty in the subsequent episodes.
Sainte-Mere-Eglise Note
On our website for alternate compositions for each scenario, you can discover how to integrate the American paratrooper units from the Sainte-Mere-Eglise Scenario Pack.
Scenario 1 - Belgian Gate, June 10
The access to the town of Carentan is blocked by a succession of waterways. Bridge #2 (over the Douve) is not yet repaired, and the engineers sent to repair it are pinned down by an eightyeight, so Lieutenant Colonel Robert G. Cole sends a recon patrol. The small force traverses the Douve by boat, and discovers a Belgian Gate on the last bridge, blocking it. We'll need to displace it so our troops can pass.
1- Battlefield Setup and Deployment
The battlefield is made of four tiles, as shown in the printed diagram: CA3-B and CA1-B along the top, with the German deployment zone on the top tiles, and C3-A and C1-B along the bottom, with the US deployment zone on the bottom tiles. The Belgian Gate is placed on the last bridge, and the three spaces marked with a red triangle are shown in the diagram.
2- Recruitment of the Armies
US Paratroopers (101st Inf. Div., 502nd Inf. Reg.)
- Airborne emblem tiles (two, no points value printed).
- Platoon tile (105): 1st Lt. Fred O. Brennan (officer), .30 Cal, Recon Team, Fire Team, BAR Team.
- Rifle Grenade (10, X3).
- Engineers Squad (90).
- Clint, Universal Hero (30).
German: Grenadier-Regiment 1058 (91. Luftlande-Infanterie-Division)
- MG42 Group (55): Fire Group, Fire Group, MG42.
- Officer tile (70): Oberleutnant Hans Bickel (officer), Fire Group, MG42, Fire Group.
- Grenade (5, X3).
- Ammo (10, X3).
3- Preparation
Without looking at them, place 2 Bonus tactic markers.
Remove the following cards from both decks: Weak Point, Precision, Bogged Down, It Bounced Right Off It, Hit and Run, Ram, Don't Stop!, Repairs, Surprise!, all the Artillery and Aviation cards. Also remove the German cards Booby Trap, Return to Sender, and Sneaky Shot, and the American card Panzerfaust.
Deploy the units in their respective deployment zones.
The German player has initiative, and thus deploys first. Place the corresponding marker on space 1 of the turn counter.
Each player draws 4 cards.
4- Playing the Game
This game lasts 4 turns.
The American player must displace the Belgian Gate before the end of the game.
In order to do this, he must have two units on two of the three spaces indicated with a red triangle at the start of an Order Phase or Supply Phase.
The game ends at the end of turn 4 or as soon as the Belgian Gate is displaced.
5- End of the Game and Victory
American victory: The American player wins the game if he displaces the Belgian Gate before the end of turn 4.
CARENTAN: In Scenario 2, the American player can place the Belgian Gate showing its "displaced" side.
German victory: The German player wins the game if the American player does not displace the Belgian Gate.
CARENTAN: In Scenario 2, the American player cannot place the Belgian Gate showing its "displaced" side.
Scenario 2 - Purple Heart Lane, June 10
The bridges are still not repaired, but a few support vehicles have been able to pass. We must take advantage of this opportunity to take control of the road from Isigny, which would allow us to eliminate the battery of eightyeights that is preventing the engineers from opening the way for reinforcements.
1- Battlefield Setup and Deployment
The battlefield is made of six tiles, as shown in the printed diagram: C1-B, CA5-B and C6-B along the top (with the German deployment zone), and CA3-B, CA1-B and CA2-B along the bottom (with US deployment zone A and US deployment zone B). The American player cannot deploy vehicles in zone B.
CARENTAN: Place the Belgian Gate in an open position if the American player won the previous scenario; otherwise, place it in a closed position.
2- Recruitment of the Armies
US Paratroopers (101st Inf. Div., 502nd Inf. Reg.)
- Paratroopers (60).
- Grenade (5, X3).
- Platoon tile (105): 1st Lt. Fred O. Brennan (officer), .30 Cal, Recon Team, Fire Team, BAR Team.
- Airborne emblem tile (no points value printed).
- Willys .50 Cal (50).
US heroes
- Arthur "Dutch" Schultz (30).
- Clint, Universal Hero (30).
German: Fallschirmjäger Regiment 6, III. Battalion (Fallschirmjäger)
- Heavy Weapons (60): MG42 HMG, Sturmfeuer, 8cm Granatwerfer.
- Panzerfaust (20, X3).
- Platoon tile (105): Hauptmann N. Thebes (officer), Recon Group, Fire Group, Assault Group, Panzerschreck.
- Scharfschützen (15).
- Camo (10, X3).
German heroes
- Ludwig (25).
3- Preparation
Without looking at them, place 3 Bonus tactic markers.
Remove the following cards from the American deck: Weak Point, Panzerfaust, Bogged Down, Surprise!, Return to Sender, and Precision, as well as the all the Artillery and Aviation cards.
Remove the following cards from the German deck: Weak Point, Bogged Down, It Bounced Right Off It, Hit and Run, Ram, Don't Stop!, Repairs, Surprise!, Booby-Trapped, Return to Sender, as well as all the Artillery and Aviation cards.
Set aside the 88 mm Flak 18 card.
Deploy the units in their respective deployment zones. The American player cannot deploy vehicles in zone B.
The German player has initiative, and thus deploys first. Place the corresponding marker on space 1 of the turn counter.
Each player draws 4 cards.
4- Playing the Game
This game lasts 6 turns.
The American player must have taken control of at least two of the three objectives along the road at the end of turn 6 (see p2 of the scenario book of the base game).
Turn 4: At the end of the Supply phase, the German player takes the 88 mm Flak 18 card into his hand (along with his other cards). The German antitank cannon will fire on the following turn.
Source-legibility note: the body text of the 88 mm Flak 18 card is too small in the source PDF to transcribe reliably. The legible printed lines are "Play at the end of the Orders Phase" and "Can't be played on the first turn". The full card text must be checked against the card itself before this entry is relied on.
The game ends at the end of turn 6.
5- End of the Game and Victory
American Victory: The American player wins the game if he controls the road (2 of the 3 objectives) at the end of turn 6.
CARENTAN: In Scenario 3, the German player will not get any artillery support.
German victory: The German player wins the game if the American player can't make it happen.
CARENTAN: In Scenario 3, the German player can get artillery support in turns 4 and 6.
Scenario 3 - Cole's Charge, June 11
While taking control of the road from Isigny, Lieutenant Colonel Robert G. Cole remarks that Carentan's surroundings are always locked by a strategic point of resistance. An unknown number of German paratroopers are entrenched in a farm, preventing a direct approach on the town. You must remove them from this position. A bayonet charge seems like the only option. Cole leads his men to death or glory!
1- Battlefield Setup and Deployment
The battlefield is made of four tiles, as shown in the printed diagram: C3-A (top left, with the US deployment zone), CA2-B (top right, with the US Reinforcements zone), C1-A (bottom left, with the German deployment zone) and C2-A (bottom right).
The two buildings on C1-A are labelled "HON" on the printed diagram.
2- Recruitment of the Armies
US Paratroopers (101st Inf. Div., 502nd Inf. Reg.)
- Airborne emblem tiles (two, no points value printed).
- Knife (15, X3).
- Platoon tile (105): 1st Lt. Fred O. Brennan (officer), .30 Cal, Recon Team, Fire Team, BAR Team.
- Grenade (5, X3).
US heroes
- Lt. Col. Robert G. Cole, Frenzy Leader (45), with the Improvisation option (20).
- Clint, Universal Hero (30).
US Reinforcements
- Pathfinders Squad (80).
German: Fallschirmjäger Regiment 6, II. Battalion (Fallschirmjäger)
- Aufklärer (50): Recon Group, Recon Group, Assault Group.
- Grenade (5, X3).
- Platoon tile (110): Hauptmann Rolf Mager (officer), Recon Group, Fire Group, Assault Group, Sturmfeuer.
- Fortified (15, X3).
- 10.5 cm Leichtgeschütz 42 (25).
German heroes
- Emil Preischkat, Grumpy Warrior (35), with Grenade (5, X3).
3- Preparation
Without looking at them, place 2 Bonus tactic markers.
Remove the following cards from the American deck: Weak Point, Precision, Panzerfaust, Bogged Down, Hit and Run, Ram, Don't Stop!, Repairs, and all the Artillery and Aviation cards.
Remove the following cards from the German deck: Weak Point, Bogged Down, It Bounced Right Off It, Precision, Hit and Run, Ram, Don't Stop!, Repairs, and all the Artillery and Aviation cards.
Take the Nebelwerfer card from the German deck, and set it aside.
Deploy the units in their respective deployment zones.
The American player has initiative, and thus deploys first. Place the corresponding marker on space 1 of the turn counter.
The American player cannot deploy units in the Reinforcements zone.
Each player draws 4 cards.
4- Playing the Game
This game lasts 7 turns.
The American player must control the house before the end of turn 7.
Turn 2: At the end of the Supply Phase, deploy the American reinforcements in the Reinforcements zone, one unit per space. These units cannot act until the following turn. Using the Scout special ability is not allowed.
CARENTAN: Turns 4 and 6: At the end of the Supply Phase, the German player can place an artillery blast pattern on the terrain. He rolls the die for dispersion. Use the values on the Nebelwerfer card to resolve the damage.
The game ends at the end of turn 7 or as soon as the American player controls the objective.
5- End of the Game and Victory
American victory: The American player wins the game if he controls the house before the end of turn 7.
CARENTAN: In Scenario 4, the German player cannot use deployment zone B.
German victory: The German player wins the game if the American player does not control the house at the end of turn 7.
CARENTAN: In Scenario 4, the German player can use deployment zone B.
The fiction page on "Lt Colonel Robert Cole" that accompanies this scenario is omitted as flavour.
Scenario 4 - Truce, June 11
General McAuliffe, who directs operations for the 101st has sent Major Douglas T. Davidson to request a truce to evacuate the wounded. He gave his word that no shots would be fired until the Major returned behind their lines. The Germans took the opportunity to take up positions for a counterattack. They must push back; otherwise the right flank cannot start its turning maneuver.
1- Battlefield Setup and Deployment
The battlefield is made of six tiles, as shown in the printed diagram: C3-A (top left), C1-A (top centre, with the US deployment zone), C2-A (top right), CA4-B (bottom left), C4-A (bottom centre) and C6-B (bottom right). The diagram marks four buildings with the label "HON". German deployment zone B lies on the strip labelled "Carentan", and German deployment zone A lies at the bottom of the battlefield.
2- Recruitment of the Armies
US Paratroopers (101st Inf. Div., 502nd Inf. Reg.)
- Pathfinders Squad (60).
- Airborne emblem tile (no points value printed).
- Platoon tile (105): 1st Lt. Fred O. Brennan (officer), .30 Cal, Recon Team, Fire Team, BAR Team.
- Grenade (5, X3).
- Bazooka Squad (65).
US heroes
- Lt. Col. Robert G. Cole, Frenzy Leader (45).
- Oddball, Positive Freak (75).
German: Fallschirmjäger Regiment 6, III. Battalion (Fallschirmjäger)
- Fallschirmjäger (65): Recon Group, Fire Group, Sturmfeuer.
- Heroic (30, X3).
- Platoon tile (105): Hauptmann N. Thebes (officer), Recon Group, Fire Group, Assault Group, Panzerschreck.
- MG42 HMG (20).
- Grenade (5, X3).
German: Fallschirmjäger Regiment 6, II. Battalion (Fallschirmjäger)
- StuG IV (65).
- Panzerfaust (20, X3).
- Platoon tile (110): Hauptmann Rolf Mager (officer), Recon Group, Fire Group, Assault Group, Sturmfeuer.
- Camo (10, X3).
- StuG H 42 G (65).
3- Preparation
Without looking at them, place 3 Bonus tactic markers.
Remove the Artillery and Aviation card from both decks, and the cards Precision and Booby-Trapped from the German deck. Set aside the M101 Howitzer artillery card.
Deploy the units in their respective deployment zones.
The US player has initiative, and thus deploys first. Place the corresponding marker on space 1 of the turn counter.
CARENTAN: The availability of German deployment zone B depends on the outcome of the previous scenario.
Each player draws 4 cards.
4- Playing the Game
This game lasts 8 turns.
The German player must control the house before the end of turn 8.
The game ends at the end of turn 8 or as soon as the German player controls the house or its ruins.
If the American player controls his principal objective at the end of any Supply Phase, he can add the M 101 Howitzer artillery card to his hand. He can only do this once per game.
Source-legibility note: the body text of the M 101 Howitzer card is too low-resolution in the source PDF to transcribe reliably. The legible printed lines are "Play at the end of the Orders Phase", "Take 3 Artillery Blast Patterns" (as far as legible) and "Can't be played on the first turn". The full card text must be checked against a higher-resolution copy of the card before this entry is relied on.
5- End of the Game and Victory
German victory: The German player wins the game if he controls the house before the end of turn 8.
CARENTAN: In Scenario 6, the American player cannot use deployment zone B and does not place Bonus tactic B.
American victory: The American player wins the game if the German player does not fulfill his victory conditions.
CARENTAN: In Scenario 6, the American player can use deployment zone B and places Bonus tactic B.
Scenario 5 - Canal de Vire-et-Taute, June 11
An American force has skirted Carentan in order to try an approach on the left flank. The goal is to block the exits from the town to the East, and to secure the rail bridge and the road from Isigny. They absolutely must anchor a position in order to enable opening a third front that would close the pincher that encircles Carentan, and permit a final assault with a lower cost in human lives.
1- Battlefield Setup and Deployment
The battlefield is made of nine tiles, as shown in the printed diagram: CA2-A, C4-A and C2-A along the top; CA1-A, CA5-A and CA6-B in the middle; and CA3-A, C3-A and C6-A along the bottom. The diagram marks one building on C4-A with the label "HON". The German deployment zone is on CA1-A. The US deployment zones are on C2-A (top right) and C6-A (bottom right).
2- Recruitment of the Armies
US Paratroopers (82nd Inf. Div., 508th Inf. Reg.)
- Pathfinders Squad (60).
- Rifle Grenade (10, X3).
- Platoon tile (110): 1st Lt. Norman McVicar (officer), Bazooka, Recon Team, Fire Team, BAR Team.
- Grenade (5, X3).
- Pathfinders Squad (80).
US Paratroopers (82nd Inf. Div., 505th Inf. Reg.)
- Willys .50 Cal (50).
- Platoon tile (85): 1st Lt. John J. "Red Dog" Dolan (officer), .30 Cal, Fire Team, Bazooka.
- .30 Cal (15).
- Willys .50 Cal (25).
US Field Command (200+): CDT John Marvin (30), Planning (10), Veteran (15, X3).
US heroes
- Arthur "Dutch" Schultz (30).
- The Rock, Heavy Gunner (30).
- Oddball, Positive Freak (75).
German: Fallschirmjäger Regiment 6, II. Battalion (Fallschirmjäger)
- Aufklärer (50): Recon Group, Recon Group, Assault Group.
- Lions of Carentan (10).
- Platoon tile (110): Hauptmann Rolf Mager (officer), Recon Group, Fire Group, Assault Group, Sturmfeuer.
- Fortified (15, X3).
- Püppchen (25).
German: Grenadier-Regiment 1058 (91. Luftlande-Infanterie-Division)
- Tile (70): Oberleutnant Hans Bickel (officer), Fire Group, MG42, Fire Group.
- SdKfz 10/5 (30).
- Flak 38 Quad (30).
German: Ostruppen Battalion (Volunteers) (45): three Ostruppen units.
German: Feldkommando (200+): Major Friedrich August Freiherr von der Heydte (35), Fortified (25, X5), Panzerfaust (20, X3), Grenade (5, X3).
3- Preparation
Without looking at them, place 3 Bonus tactic markers.
Remove the following cards from the American deck: Weak Point, Panzerfaust, Bogged Down, Don't Stop!, Surprise!, and all the Artillery and Aviation cards.
Remove the following cards from the German deck: It Bounced Right Off It, Hit and Run, Ram, Don't Stop!, Repairs, and all the Artillery and Aviation cards.
Deploy the units in their respective deployment zones.
The American player has initiative, and thus goes first.
4- Playing the Game
This game lasts 8 turns.
In order to win the battle, the American player must control either:
- two of the three secondary objectives (see p2 of the scenario book from the base game)
OR
- the primary objective
before the end of turn 8.
If the German player controls his primary objective at the end of a Supply Phase, move the end-of-game marker one space higher on the turn counter. This event cannot take place in the first turn, but can happen several times per game.
The game ends at the end of turn 8 or as soon as the American player controls this part of the town.
5- End of the Game and Victory
American victory: The American player wins the game if he controls the terrain before the end of turn 8.
CARENTAN: In Scenario 6, the American player can use deployment zone C and place bonus tactic C.
German victory: The German player wins the game if the American player does not fulfill his victory conditions.
CARENTAN: In Scenario 6, the American player cannot use deployment zone C and cannot place bonus tactic C.
The Fallschirmgewehr 42 illustration on page 13 is a weapon picture with no rules text and is omitted.
Scenario 6 - Final Assault, June 12
It's time... This town must fall! The American troops launch an assault on the Carentan fortress. The first wave does not yet know if it will benefit from the axes opened by the two previous attacks. The moment of truth approaches, and the Lions of Carentan are ready!
1- Battlefield Setup and Deployment
The battlefield is made of twelve tiles, as shown in the printed diagram: C1-B, C5-A and C3-B along the top; CA4-A, CA3-A and C2-B in the second row; CA1-A, CA2-A and C6-B in the third row; and CA5-A, C4-A and CA6-A along the bottom. The diagram marks three buildings with the label "HON" (on C5-A, C2-B and C6-B).
The diagram also marks the German deployment zone (on CA1-A), US deployment zone A (on the right, at C2-B), US deployment zone B (top left, on C1-B), and US deployment zone C (at the bottom centre). The printed positions of Bonus B and Bonus C are also shown on the diagram.
2- Recruitment of the Armies
US Paratroopers (101st Inf. Div., 502nd Inf. Reg.)
- Paratroopers (60).
- Grenade (5, X3).
- Platoon tile (105): 1st Lt. Fred O. Brennan (officer), .30 Cal, Recon Team, Fire Team, BAR Team.
- Airborne emblem tile (no points value printed).
- Willys .50 Cal (50).
US Paratroopers (101st Inf. Div., 506th Inf. Reg., 2nd Bat.) - Heroic Platoon (tile total 130)
- Lt. R. Winters (officer).
- 2nd Platoon (65).
- 3rd Platoon (60).
- Grenade (5, X3).
- Airborne emblem tile (no points value printed).
The US paratroopers recruitment tile (101st Inf. Div. 506th Inf. Reg. 2nd Bat.) and its linked recruitment options can be replaced with content belonging to the scenario pack Sainte-Mere-Eglise, respecting the army point value (260 points).
US Field Command - CDT John Marvin (30)
- Improvisation (20).
- Veteran (15, X3).
- Sherman M4 (60).
US heroes
- Oddball, Positive Freak (75).
- William "Wild Bill" Guarnere, Young Hero (30).
German: Fallschirmjäger Regiment 6, II. Battalion (Fallschirmjäger)
- Aufklärer (50): Recon Group, Recon Group, Assault Group.
- Overwatch (20, X3).
- Platoon tile (110): Hauptmann Rolf Mager (officer), Recon Group, Fire Group, Assault Group, Sturmfeuer.
- Panzerfaust (20, X3).
- StuG H 42 G (65).
German: Fallschirmjäger Regiment 6, III. Battalion (Fallschirmjäger)
- Heavy Weapons (60): MG42 HMG, Sturmfeuer, 8cm Granatwerfer.
- 10.5 cm Leichtgeschütz 42 (25).
- Platoon tile (105): Hauptmann N. Thebes (officer), Recon Group, Fire Group, Assault Group, Panzerschreck.
- Grenade (5, X3).
- PaK 40 (30).
German: Feldkommando (200+) - Major Friedrich August Freiherr von der Heydte (35)
- Fortified (25, X5).
- Concealed (10).
- Lions of Carentan (10).
German: Osttruppen Battalion (Volunteers) (45): three Osttruppen units.
German heroes
- Helmut, Panzerknacker (20).
- Emil Preischkat, Grumpy Warrior (35).
3- Preparation
Without looking at them, place 2 Bonus tactic markers.
CARENTAN: Place 1 additional bonus tactic for each deployment zone liberated through the victory conditions of Scenarios 4 and 5 (Bonus B and Bonus C).
Remove the Artillery and Aviation card from both decks.
The German player has initiative, and thus deploys first. Place the corresponding marker on space 1 of the turn counter.
Deploy the units in their respective deployment zones.
CARENTAN: Depending on the result of Scenarios 4 and 5, the American player can distribute his units however he wishes between deployment zone A, and zones B and C. Also place the corresponding bonus tactics (B and C).
Each player draws 4 cards.
4- Playing the Game
This game lasts 8 turns.
In order to win the battle, the American player must control the following before the end of turn 8:
- 2 of the four secondary objectives (see p2 of the scenario book from the base game) and the primary objective;
OR
- All 4 secondary objectives (see p2 of the scenario book from the base game).
The game ends at the end of turn 8 or as soon as the American player controls the town.
5- End of the Game and Victory
American victory: If the American player succeeds at his mission, he wins the game and the campaign.
German victory: If the American player fails at his mission, the German player wins the game and the campaign.
The Band of Brothers excerpt printed on page 15 ("Un P'tit Canon?") is a historical quotation with no rules content and is omitted.