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Heroes of Normandie: Gazette #0 thumbnail

Heroes of Normandie: Gazette #0

Expansion for Heroes of Normandie

Heroes of Normandie: Gazette #0 Rulebook

Table of Contents

Table of Contents

  • No Mercy for the Brave! (Part 1)
    • Composition of the Armies
    • Battlefield and Deployment
    • Victory Conditions and Particular Information
  • No Mercy for the Brave! (Part 2)
    • Composition of the Armies
    • Battlefield and Deployment
    • Victory Conditions and Particular Information

No Mercy for the Brave! (Part 1)

In the extreme east of Utah Beach, a small force of the fourth infantry division get the order to land in a lightly defended sector and rush to the crossroads of La Maule in order to anchor an outpost. From there, an offensive will be launched towards the towns behind the enemy lines. But an SS officer with a terrible reputation has installed his quarters there. Heinrich Von Kampftz is eating his breakfast when the first shells start falling on the German defenses.

In order to play this scenario, you need the Heroes of Normandie core box, the following expansions SS Panzergrenadiere and US Rangers and the Scenarios Pack D-Day (mandatory). If you don't have this expansions, you can replace the units, as long as they cost the same amount of army points.

Composition of the Armies

American, US Combat Engineers (1st Div. 1st Engineer Battalion), 100 points

  • Assault Squad: 50
  • Hero card: 30
  • Platoon stack (a leader group marked with a star, plus Fire Team, Flamer Team, Fire Team and Support Team units): printed within the 100 total
  • Grenade (X3): 5
  • Grapnel (X3): 5

American, Rifle Platoon (1st Div. 22nd Inf. Reg.), 70 points

  • Rifle Squad: 50
  • Platoon stack (a leader group marked with "Lt. Stuart" and a star, plus Fire Team and Support Team units): printed within the 70 total
  • Rifle Grenade (X3): 10
  • M5 Stuart: 50

American, Second wave: US Rangers (1st Ranger Battalion), 80 points

  • Support Squad: 60
  • Veteran (X3): 15
  • Platoon stack (a leader group marked with a star, plus Fire Team and Support Team units): printed within the 80 total
  • Card name not legible at the source resolution (X3): 30
  • Sherman M4: 60

American, Cpt. M. Pepper, 25 points

Shown beside the second-wave Rangers in the source's army layout.

German, Group A: Heinrich Von Kampftz, 30 points

German, Group B: Ludwig, 25 points

German, Festungskompagnie, 70 points

  • Mortar Group (Group A): 45
  • Card name not legible at the source resolution (X3, Group A): 20
  • Platoon stack (a leader group marked with a star, plus Fire Group and MG 42 units; Group B): printed within the 70 total
  • Grenade (X3): 5
  • MG 42 Group (Group B): 50

German, Second wave: Panzergrenadiere, 70 points

  • Panzergrenadiere: 45
  • Panzerfaust (X3): 20
  • Platoon stack (a leader group marked with a star, plus Fire Group and further units): printed within the 70 total
  • Veteran (X3): 15
  • Mechanisierte (Sd.Kfz. 251/1, X2): 60

Battlefield and Deployment

The battlefield is printed as a map, with German deployment zones A, B, C and D, numbered rows (12, 03, 56, 04) along the left edge, and the landing craft drawn on the beach at the left edge. The map itself is not transcribed; the rules below refer to the zones, objectives and landing craft as printed.

The German player deploys the group A units in the déployment zone A. Heinrich Von Kampftz has to be placed in the house. Group B units are deployed in the zones B, C and D.

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

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

Remove these Action cards: Weak Point, Panzerfaust, Sneaky Shot, Precision and all the Artillery and Aviation cards

Remove these Action cards: RAM, Repair and all the Artillery and Aviation cards

Set aside the American Aviation cards, shuffle them and place them close to the turn counter.

The German player deploys his troops first.

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

Each player draws 4 cards.

Source note: the two "Remove these Action cards" lists are each marked with a deck icon in the source (the first with a star-style deck icon, the second with a cross-style deck icon). The source text does not otherwise say which deck each list applies to, so the lists are given in printed order.

Victory Conditions and Particular Information

This game lasts 8 turns.

The goal for the American player is to control the main objective before the end of turn 8. Exceptionally, for this scenario, American vehicles are able to control the main objective. Game ends if this condition is fulfilled.

If, at the end of any Supply phase, an American unit is beyond the barbed wires line (red line), the second wave can enter the battle at the next turn Supply phase. American units enter the game by the landing craft. German units arrive by the road spotted with a red arrow.

Turn 2 and 5

At the end of turn's Supply phase, the American player draws an Aviation card. This card does not count in the maximum of cards he may have in hand.

If the American player takes control of the secondary objective, the initiative marker is not moved one turn but will remain on the current turn. It will nevertheless be flipped to change the initiative order.

If no American unit has crossed the barbed wires line before the end of Turn 3, it's a German victory.

American Victory: The American player wins the game if he controls the main objective before the end of Turn 8. It's a major victory if the American players eliminates Heinrich Von Kampftz (we assume that he escapes).

German Victory: The German player wins the game if the American player cannot control the main objective by the end of Turn 8. It's a major victory if the Americans don't cross the barbed wires line before Turn 4.

No Mercy for the Brave! (Part 2)

After the German defeat, the fourth infantry division rushes to provide support to airborne troops fighting around Sainte Mère église. A small unit is left behind to secure the crossroads of La Maule. But Von Kamptz wants his revenge! Supported by a section of his most loyal SS, he returns to the scene of the confrontation with the firm intention of killing all Americans he meets along the way!

In order to play this scenario, you need the Heroes of Normandie core box, the expansion SS Panzergrenadiere. If you don't have this expansion, you can replace the units, as long as they cost the same amount of army points.

Composition of the Armies

American, Field Command (CDT John Marvin), 200+ points

  • Bluff (+1): 10
  • Planning: 10
  • Field Command: 30

American, The Rock, 30 points

Shown as a single hero card beside the Field Command in the source's army layout.

American, Rifle Platoon (1st Div. 22nd Inf. Reg.), 70 points

  • Bazooka Squad: 55
  • Platoon stack (a leader group marked with "Lt. Stuart" and a star, plus Fire Team and Support Team units): printed within the 70 total
  • Grenade (X3): 5
  • Sherman M4: 60 (set aside; see Battlefield and Deployment below)

German, SS-Panzergrenadiere, 100 points

  • SS Assault Group: 75
  • Grenade (X3): 5
  • Platoon stack (a leader group marked with a star, plus MG Group, Fire Group and further units): printed within the 100 total
  • Panzerfaust (X3): 20
  • Schwimmwagen: 25

German, Heinrich Von Kampftz, 30 points

German, Otto, 75 points

Battlefield and Deployment

The battlefield is printed as a map, with a German deployment zone at the top and a US deployment zone at the bottom, marked as in the source. The map itself is not transcribed; the rules below refer to the zones as printed.

Each player deploys his units in his respective deployment zone. The American sets aside the Sherman tank.

Without looking at them, place 2 Bonus tactics markers on the battlefield.

Remove the following cards from both decks: Precision, Surprise and all the Artillery and Aviation cards.

The American player deploys his troops first.

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

Each player draws 4 cards.

Victory Conditions and Particular Information

This game lasts 6 turns.

The goal for the German player is to control the two objectives before the end of Turn 5.

Turn 2

At the start of the turn's Supply phase, the American player brings the Sherman tank into play. The tank enters the board by the road spotted with a red arrow.

American Victory: The American player wins the game if he controls one of the objectives at the end of Turn 5. It's a major victory if the American players controls the two objectives.

German Victory: The German player wins the game if he controls the two objectives by the end of Turn 5. It's a major victory if he eliminates every American units.