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Heroes of Normandie: D-DAY Scenarios Pack

Expansion for Heroes of Normandie

Heroes of Normandie: D-DAY Scenarios Pack Rulebook

Table of Contents

Table of Contents

  • New Rules
    • Defensive Obstacles
    • Elevations
    • Slope Spaces
    • Flamethrower
    • Cliff
    • Bunker
    • Landing Craft
    • Special Deployment
    • New Equipment
    • New Special Ability
    • D-DAY Campaign Rule
  • D-Day Scenario 1: Shut Up!
    • Terrain Tiles
    • Composition of the Armies
    • Battlefield and Deployment
    • Victory Conditions and Particular Information
  • D-Day Scenario 2: Cut!
    • Terrain Tiles
    • Composition of the Armies
    • Battlefield and Deployment
    • Victory Conditions and Particular Information
  • D-Day Scenario 3: Bloodbath
    • Terrain Tiles
    • Composition of the Armies
    • Battlefield and Deployment
    • Victory Conditions and Particular Information
  • Player Generated Landings V1.0
    • Define the Game
    • Create the Armies
    • Table of Army Sizes
    • Victory Conditions and Particular Information

New Rules

Defensive Obstacles

These terrain overlays are placed on the board to represent obstacles that can impede the enemy's progress.

They are always set up between two spaces, and are never positioned diagonally.

For aesthetic reasons, they have two faces. One for use on grass, and one for use on sand or road.

Czech hedgehog. Welded metal beams, Czech hedgehogs are obstacles that are insurmountable for all vehicles. Infantry units pass through them with no penalty. They also disrupt lines of sight.

Barbed Wire. This slows down movement of infantry units, but provides no resistance to vehicles. An infantry unit must stop its movement when it passes through barbed wire. A vehicle passes over it without penalty, but does not destroy the obstacle.

A vehicle equipped with the Cullin Hedgerow Cutter can discard a Cullin Hedgerow Cutter marker in order to remove all the barbed wire through which it passes during its move.

Elevations

The D-Day terrain tiles represent the beach and the German defensive line. Thus there are two elevations: sand and grass.

Sand is at a lower elevation than grass.

The red line that separates these two elevations has an impact on movement of infantry units that cross it. They must stop on the space immediately beyond it (A).

It is impassable for light vehicles.

It also has an impact on lines of sight.

If the shooter and its target are at two different elevations (one on the sand, the other on the grass), shots crossing the red line will have their range limited to one space beyond this line (B), except when the shooter is adjacent to it (C).

If the shooter and the target are at the same elevation, the red line has no effect (D).

Terrain overlays that obstruct the line of sight apply their effects as usual (A).

Infantry units block the line of sight if both the shooter and the target are infantry units (B).

Slope Spaces

A unit in a Slope space does not block line of sight when a shot passes from one elevation to another, across the red line, to which it is directly adjacent (A), but it blocks the line of sight in all other cases (B, C, & D).

Units with the Ambush ability can hide there.

Flamethrower

A unit equipped with a flamethrower uses a special blast pattern. When it fires, place the blast pattern on the center of the space occupied by the counter, and point it in the direction of your choice. All units covered even partially by the blast pattern are affected by the jet of flames.

The blast pattern is affected by obstacles.

It is also blocked as soon as it passes through the center of a space occupied by a vehicle.

Any unit under it, whether infantry or vehicle, receives a Suppressed marker in addition to whatever damage.

In order to fire into a building, the unit must be in one of the spaces, slope space and bunker included, adjacent to a door or a window (indicated by the red bands, and pointed at by arrows). All units in the building are affected by the flames. When a unit is using its flamethrower, it has the Fire on the Move special ability (-1).

Cliff

Cliff spaces are impassable for vehicles. Infantry units can only enter them if a Grapnel marker was placed there first.

Don't forget that the red line situated at the top of the cliff also stops movement whenever it is crossed.

Bunker

These terrain overlays function in the same manner as the other buildings, with the difference that they cannot be destroyed, and no unit can enter them through the windows by using a card or special ability.

Units, Equipments or blast patterns with the Destruction special ability can Suppress units inside a bunker by shooting directly on one of the units or by targeting the bunker itself. Roll a number of dice equal to the value indicated in the symbol. If you roll at least a 6, assign one (and only one) Suppressed marker to each unit in the bunker.

Ambushed units are not affected by this rule.

Landing Craft

There are two types of landing craft: large and small.

They are placed at the start of the game, or according to the American player's choice, provided their availability is indicated by the scenario.

The stern of the landing craft must touch the edge of the terrain tile.

Units can exit it by one of the three spaces in front of the landing craft.

They become the attacker's deployment zone.

You can deploy units there at the start of the game, or at the end of any Supply phase, respecting the rules of the Transport special ability.

A landing craft has a transport capacity of 7. If you deploy a vehicle there, it takes all the space.

Units deployed during a Supply phase must wait until the following turn to act, either during the activation phase with the aid of an Order token, or during the Supply phase.

You cannot deploy new units in a landing craft as long as there is still a unit inside it.

You must always leave at least one landing craft empty.

If the units in a landing craft receive Order tokens, we suggest that you place them off the board, behind the landing craft.

Units inside the landing craft cannot be targeted.

A large landing craft can fire if it receives an Order token.

Landing craft can be destroyed. If this happens, remove the landing craft from the game. The troops inside do not suffer any damage, but must be redeployed on the free adjacent spaces, or on the spaces occupied by the landing craft. The owner of the units decides where to redeploy them. If there are no free spaces for a unit, it drowns. Place a Suppressed marker on each unit.

At the start of a Supply phase, the player can attempt to replace a destroyed landing craft. He rolls a die. If the result can be found on one of the destroyed crafts, he can put it into play again on a sea space of his choice, with the landing craft's stern touching the edge of the board.

Special Deployment

In the scenarios that involve a landing, the American player can deploy a number of counters limited by the number of landing craft available (with the exception that he must always have one empty).

He must choose the units from one recruitment tile or from one recruitment option and deploy them distributed however he likes across the available landing craft. He cannot deploy some now, and others next turn.

In the example in the booklet, the player chooses to deploy a tank in one of the landing craft, and the units from its recruitment tile in the other. The lieutenant and the Recon Team are worth 1 transport point each. The Rifle Team and the Support Team, 2 points each. He adds to it his 1 point mortar for a total of 7 transport points. The landing craft is full. It will deploy the units from the recruitment option on the following turn.

New Equipment

Shovel. This option grants you 4 shovel tokens. Each token can be used in two different ways.

  • During an assault: Discard a Shovel token in order to get a +1 bonus to your result. You can use as many tokens as you wish on a single attack, but you must announce their use BEFORE rolling the die.
  • After a move: Place a shovel token between your unit's space and any adjacent space. Place it on the sand side. You can use it this way only on the beach.

Grapnel. This option grants you 3 Grapnel tokens. A unit can, instead of moving or shooting, with an Order token or during the Supply phase, place a Grapnel marker on an adjacent cliff space. It can do so during a Supply phase if it does not move.

Once the Grapnel has been placed, infantry units can enter the cliff space, but not vehicles.

You cannot use the Firing on the Move special ability while climbing with a grapnel.

Bangalore. This option grants you 6 Bangalore tokens. During the Activation phase, a unit with an Order token, instead of moving or shooting, can:

  • either place a Bangalore marker between two spaces that are adjacent to it (A) or in a straight line at the end of another Bangalore token that is already placed (B).
  • or, if it has the Engineer special ability, detonate it. In this case, all the Bangalores in the line explode, and affect the units and terrain overlays in the spaces on each side of the line. Elements mounted on a space touched by the explosion are also affected. Discard the markers.

New Special Ability

Engineer. Units with this special ability can use and activate equipment and terrain overlays showing this symbol.

D-DAY Campaign Rule

Each scenario can be played independently, or one after the other in order to form a mini-campaign. In the case of a campaign, apply the effects of the D-Day victory conditions. Otherwise, ignore them.

D-Day Scenario 1: Shut Up!

Before the bulk of the forces land on this Normandy beach, the allies must destroy the observation bunker that covers it, otherwise, it will be a massacre. A small force is sent a few minutes before H-Hour in order to secure the left flank of the landing.

Terrain Tiles

DD1-A, DD3-B, DD4-B, DD6-A.

Composition of the Armies

American (US Combat Engineers, 4th Inf. Div. Engineer Battalion), points as printed on the unit tiles: Assault Squad (50); Grapnel (5, x3); Lt. Ray group (Lt. Ray, Flamer, Fire Team, Fire Team), 100 points together; Explosives M1 (10, x3); Heroic (30, x3). Clint, Universal Hero (30).

German (Festungskompanie, 352nd Infantry Div., Rgt. 916), points as printed on the unit tiles: HMG 42 Group (50); Grenade (5, x3); Ob. Offz / Gunners / Fire Group / MG-42 HMG group, 70 points together; Ammo Belt (20, x3).

Battlefield and Deployment

The American player places the following landing craft as indicated on the plan: Small 1–2, Large 3–4, and Small 5–6. He deploys the units of his choice in two of these. The other units will come into play in each Supply phase.

The German player deploys the units from the recruitment tile in Zone 1, and the HMG 42 Group in Zone 2. Without looking at them, place 2 Bonus tactics markers on the battlefield.

Remove the following cards from both decks: Weak Point, Precision, Panzerfaust, Bogged Down, It Bounced Right Off It, Hit and Run, Ram, Don't Stop!, Booby Trap (German), Sneaky Shot (US), Repairs, Surprise, and all the Artillery and Aviation cards.

The American player has initiative. Thus he deploys first. Each player draws 4 cards.

Victory Conditions and Particular Information

The American engineers must sabotage the observation post by placing C4 there. To succeed, at least one unit (even Clint) must enter the bunker with a C4 marker.

During deployment, the American player distributes his three C4 markers to three of his units.

If a unit carrying a C4 marker is eliminated, its counter is removed from the game, and it drops the C4 marker in an adjacent interspace of his choice. If the unit was trying to climb a cliff, the C4 marker falls to the bottom (beach side). In order to pick it up, you must stop on one of the spaces adjacent to its interspace.

As soon as one of the American player's units is eliminated, he sets it aside. If Clint is eliminated, he is permanently removed from the game.

At the end of the Supply phase, the American player can redeploy his casualties in the landing craft (respecting the corresponding rules).

The game ends at the end of Turn 6 or when the American player succeeds in getting a C4 marker into the bunker.

American Victory: The American player wins the game if he places the C4 in the bunker before the end of Turn 6.

D-DAY: During Scenario 3, the German player will not have access to the Artillery cards.

German Victory: The German player wins the game if the American player does not get a C4 marker into the bunker.

D-DAY: During Scenario 3, the German player will have access to the Artillery cards.

D-Day Scenario 2: Cut!

The beach appears as the smoke starts to dissipate. For two hours, this portion of the coast of Normandy has been subjected to intense shellfire. Unfortunately, the bombardment cannot be called a success. The sand is still littered with barbed wire, which will quickly become a deathtrap for the GIs who are preparing to land… The first wave's objective is to open a breach with a Bangalore blast.

Terrain Tiles

DD1-A, DD2-A, DD4-A, DD6-A.

Composition of the Armies

American (US Combat Engineers, 4th Inf. Div. Engineer Battalion), points as printed on the unit tiles: Assault Squad (50); Shovel (15, x4); Lt. Ray group (Lt. Ray, Flamer, Fire Team, Fire Team), 100 points together; Bangalore (10, x6); Heroic (30, x3).

German (Festungskompanie, 352nd Infantry Div., Rgt. 916), points as printed on the unit tiles: Defense Group (45); Grenade (5, x3); Ob. Offz / Gunners / Fire Group / MG-42 HMG group, 70 points together; Mortar Group (45).

Battlefield and Deployment

The American player places the following landing craft as indicated on the plan: Large 1–2, Small 3–4, and Small 5–6. He deploys the units in two of these, starting with the two recruitment tiles. The units from the options will arrive in each Supply phase.

The German player deploys the units from the recruitment tile and those of the Defense Group in his deployment zone. He places a Suppressed marker on each one. He sets aside the units of the Mortar Group.

Without looking, place 3 Bonus tactics markers on the battlefield.

Remove the following cards from both decks: Weak Point, Precision (American only), Panzerfaust, Bogged Down, It Bounced Right Off It, Hit and Run, Ram, Don't Stop, Booby Trap (German), Repairs, Surprise, and all the Artillery and Aviation cards.

The American player has the initiative. Thus he deploys first. Each player draws 4 cards.

Victory Conditions and Particular Information

The American player's goal is to destroy 6 barbed wire tokens (8 if you want to make the scenario more difficult) before the end of Turn 6. If the German player destroys any with his mortar, it counts for the American player's objective.

At the end of the Turn 1's Supply phase, the German player brings the Mortar Group into the game at the edge of his board.

The game ends at the end of Turn 6, or as soon as the American player destroys 6 barbed wire tokens, or he has no more engineers or Bangalores.

American Victory: The American player wins the game if he destroys 6 (or 8) barbed wire tokens before the end of Turn 6.

German Victory: The German player wins the game if the American player hasn't destroyed 6 (or 8) barbed wire tokens before the end of Turn 6.

D-DAY: During Scenario 3, the destroyed barbed wire tokens are not replaced on the terrain. If you link the two scenarios, leave the battlefield the way it is at the end of this scenario.

D-Day Scenario 3: Bloodbath

This is it! This is D-Day, H-Hour… It's now! Smoke drift over the sand, planes roar overhead, grayish plumes blossom where the Marines' shells deliver death and destruction to the enemy. The first wave has disappeared, gobbled up by violence, engulfed by hatred. All that matters is that they have opened a passage, and their sacrifice was not in vain. Otherwise, they have die for nothing…

Terrain Tiles

DD1-A, DD2-A, DD3-A, DD4-A, DD5-A, DD6-A.

Composition of the Armies

American (US Combat Engineers, 4th Inf. Div. Engineer Battalion), points as printed on the unit tiles: Assault Squad (50); Shovel (15, x4); Lt. Ray group (Lt. Ray, Flamer, Fire Team, Fire Team), 100 points together; Bangalore (10, x6); Position (10, x1).

German (Festungskompanie, 352nd Infantry Div., Rgt. 916), points as printed on the unit tiles: Defense Group (45); Ammo Belt (20, x3); Ob. Offz / Gunners / Fire Group / MG-42 HMG group, 70 points together; 7.5cm IG 18 Gun (20); Mortar Group (45).

Battlefield and Deployment

The game lasts 8 turns.

D-DAY: If you have played Scenario 2 of the mini-campaign, start with the board set up as it was left at the end of the game, and add the two boards to the left, as well as the terrain overlays. The German player must also reposition, on the two newly placed boards, all the barbed wire destroyed during the preceding scenario.

The American player places the following landing craft as indicated in the plan: Small 1–2, Large 3, Small 4, and Large 5–6. He deploys the units of his choice in three of these. The other units will enter the game in each Supply phase.

The German player deploys the units of Festungskompanie and all those from his options in his deployment zone. He divides the rest into three groups as indicated below:

  • Group 1: Ludwig (25), Feldkommando, Artillery Spotter (15), Assault Group (55).
  • Group 2: Panzergrenadiere (85).
  • Group 3: Helmut (20), Panzergrenadiere (45).

Without looking at them, place 5 Bonus tactics markers on the battlefield.

Remove these cards: Weak Point, Ram, Panzerfaust, Bogged Down, and all the Artillery and Aviation cards.

Remove these cards: Hit and Run, Ram, Don't Stop, It Bounced Right Off It, Repairs, and all the Artillery and Aviation cards.

D-DAY: If the German player won the first scenario, take the German Artillery cards, shuffle them, and form a deck that you place beside the turn counter.

The American player has initiative; place the corresponding marker on Turn 1.

Each player draws 4 cards.

Victory Conditions and Particular Information

The goal for the American player is to control two of three objectives.

In order to control an objective, there must be only the one player who has a unit (any unit, unless the scenario specifies otherwise) in one of the 4 adjacent spaces, or in the decorative element (building, defensive position…) at the end of the Supply phase.

Turn 2: D-DAY At the start of the turn, the German player draws one Artillery card that he must play this turn. He cannot keep it for the next turn. At the end of the turn's Supply phase, the German player brings Group 1 into play at the edge of his board.

Turn 4: D-DAY At the start of the turn, the German player draws one Artillery card that he must play this turn. He cannot keep it for the next turn. At the end of the turn's Supply phase, the German player brings Group 2 into play at the edge of his board.

Turn 6: D-DAY At the start of the turn, the German player draws one Artillery card that he must play this turn. He cannot keep it for the next turn. At the end of the turn's Supply phase, the German player brings Group 3 into play at the edge of his board.

The number of Order tokens that each player gets depends on the officers and units present on the battlefield. Those who are not yet in the game do not count.

On the turn after an officer comes into play, he provides the Order tokens corresponding to his Order special ability, as well as the equipment and character traits from his tile.

If a unit is positioned in a location that unlocks a star, comes into play, it provides the corresponding Order token for the next turn.

If a Field Command / Feldkommando is present, it provides the equipment and the character traits of its recruitment tile, as well as any Order tokens associated with its special ability.

Adjust the number of Order tokens at the end of each Supply phase, according to any casualties and units that entered play.

The game stops at the end of Turn 8, or as soon as the American player controls 2 objectives.

American Victory: The American player wins the game if he controls two of the three objectives.

German Victory: The German player wins the game if the American player cannot control two objectives by the end of Turn 8.

Player Generated Landings V1.0

This section lets players build their own landing battle instead of playing a printed scenario.

Define the Game

In order to start, you must define the size of the defender's army. The defender does not have to be the German player. The number will depend on the importance of the engagement. This number of army points will also define the elements that you must place.

  • Size of the battlefield: The number of gameboards and terrain overlays that make up the terrain. Half of the boards must represent the beach with the sea. Place on them the number of elements indicated (bunker, building, defensive positions), as well as the obstacles (barbed wire and Czech hedgehogs). Half of them are chosen and placed by the attacker, the other half by the defender.
  • Number of objectives: The attacker must control a certain number in order to win the game. This number is indicated in parentheses.
  • Number of bonus tactics: Randomly select the number of bonus tactics indicated from among the 6 available. Try not to look at them when you place them, nor at the ones you set aside.
  • Number of turns: The number of turns that the game will last.

Create the Armies

Once all these elements are defined, assemble your forces.

The defender constructs his army by spending his army points. He divides them into groups (see table, column 1). Each group must have a value of at least 150 points.

The attacker takes the number of recruitment tiles and landing craft indicated by the table. This could be a section or a Field Command / Feldkommando. He must take at least one small landing craft.

He then chooses the number of heroes indicated by the table.

He puts into an opaque bag all the option tiles corresponding to his recruitment tiles, the common options tiles (equipment, units, vehicles, character traits) and the orders tiles if he purchased an Officer.

Select the cards to build your decks (at least 40).

Table of Army Sizes

Army pointsGroupsAttacker recruitment tilesAttacker landing craftHeroesOption tiles drawn (kept)Board tilesTerrain overlaysObstaclesObjectives (to win)Bonus tacticsTurns
20011202 (1)42121 (1)26
35022–3303 (2)

The table's column headings are reproduced from the icons printed above the table in the booklet, which are not otherwise labelled. The option-tile column shows tiles drawn with the number kept in parentheses.

Victory Conditions and Particular Information

Each turn, at the end of the Supply phase, the attacker draws the number of tiles indicated by the table. He keeps the number indicated in parentheses, and discards the others (he does not put them back in the bag).

He divides the options between the locations on the recruitment tiles, respecting the rules of the colored bands. If he unlocks a star this way, he gains an Order token for the next turn. If the option cannot be placed on a recruitment tile, he discards it. He then deploys his new units, respecting the transport rules for landing craft.

He must always leave one landing craft empty.

Adjust the number of Order tokens at the end of each Supply phase, according to any casualties and units entering play.

The attacker always has the initiative. Thus he deploys first in the landing craft (leaving one landing craft empty).

The defender positions his first group in the deployment zone. This zone comprises the spaces of higher elevation, those represented by grass.

The defender brings his groups into play in the following Supply phases:

  • 2 Groups: The second group enters in Turn 2.
  • 3 Groups: The second group enters in Turn 2, the third in Turn 4.
  • 4 Groups: The second group enters in Turn 2, the third in Turn 4, the fourth in Turn 6.

Place the event markers on the turn counter so you don't forget them. Use the neutral markers if you don't have enough markers in the defender's color.

These units enter on any space on the side opposite the beach.

The game stops at the end of Turn X, or when the attacker controls the number of objectives defined by the table above. If at the end of turn X the attacker has not fulfilled his objective, the defender wins the game.

4
6
16
2 (1)
3
8
50034414 (3)64203 (2)410
650+45–6625 (4)66264 (3)512