Heroes of Normandie: Gazette #1
Heroes of Normandie: Gazette #1 Rulebook
Table of Contents
Table of Contents
Watch Your Step!
One more effort and the road to Carentan is opened. A last position to storm, and the entire 4th Infantry Division will hurl onto the German lines. But watch your step, soldiers! The battlefield is trapped. Protect the minesweepers and let them do their job. They must open the way.
Composition of the Armies
American, Field Command (CDT John Marvin), 200+ points
- Planning: 10
- Veteran (x3): 15
- Sherman M4: 60
- Field Command: 30
American, Rifle Platoon (4th Inf. Div. 8th Inf. Reg.)
- .30 Cal Squad: 50
- Minesweepers: 10
- Lt. Parks group (Fire Team, Support Team, .30 Cal): 70
- Greyhound: 35
- M5 Stuart: 50
German, Feldkommando (Major Hans Gruber), 200+ points
- Concealed: 10
- Panzerfaust (x3): 20
- Feldkommando: 30
German, Achtung Minen!, 50 points
- Minefield x4 (3 mines + 1 decoy)
- Minefield x4 (3 mines + 1 decoy)
German, Panzergrenadiere (I. Battalion, PzGr-Lehr-Rgt. 901)
- Panzerschreck Group: 60
- 10.5 cm LeFH18: 40
- Grenade (x3): 5
- Section total: 65
Battlefield and Deployment
- The German player deploys his units first in his deployment zone. He can deploy the two landfields [sic, printed as "landfields"] at up to 3 interspaces from his deployment zone.
- The American player deploys his troops in his deployment zone.
- Without looking at them, place 1 Bonus tactics marker on the battlefield.
- Remove the following cards from decks:
- American deck: Precision, Surprise, Weak Point, Bogged Down, Ram, Panzerfaust and all the Artillery and Aviation cards.
- German deck: Precision, Surprise, It Bounced Right Off It, Hit and Run, Ram, Don't stop!, Repairs, Surprise, Booby Trap and all the Artillery and Aviation cards. [sic: "Surprise" is printed twice in this list.]
- The American player has initiative; place the corresponding marker on Turn 1.
- Each player draws 4 cards.
- Terrain tiles: C3-A, C1-B, C4-B, C2-B.
Victory Conditions and Particular Information
This game lasts 6 turns.
The goal for the American player is to control the main objective before the end of Turn 6. He must control it with any vehicle.
American Victory: The American player wins the game if he controls the main objective at the end of Turn 6. It is a major victory if the American player mineswept at least 50% of the mine tokens.
German Victory: The German player wins the game if the American player doesn't controls [sic] the main objective by the end of Turn 6. It is a major victory if more than 50% of the German mine tokens are still on the board at the end of the game (and the American player didn't fulfill his victory conditions).
Juno Beach
The Juno Beach landings provided flank support for the main invasion beaches. As men and materiel arrived under heavy German fire, beachmaster [name clipped in source] cleared the way for impressive gains as the Canadians advanced farther than anyone on D-Day.
In order to play this scenario, you need the Heroes of Normandie core box, the Commonwealth Army Box and the Scenarios Pack D-Day (mandatory). If you don't have them, [remainder of this line clipped in source] as they cost the same amount of army points.
Composition of the Armies (UK : 1045pts / Ge : 845pts)
[Source note: the right-hand edge of the composition row is clipped in the source PDF. Only the cards below are legible; the German list and the rest of the British list are not reproduced.]
4th County of London Yeomanry (7th Armd Div., 22nd Armoured Brigade), 120 points shown
- APC Shells (x3): 10
- Ace Driver: 5
- Sherman Firefly: 65
High Command (Brigadier E.H. Goulburn), 10 points shown
- Artillery (+3): 30
- Airstrike (+1): 10
- Smoke (x3): 10
- Directive (x3): 40
Suffolk Regiment (3rd Inf. Div., 8th Infantry Brigade), 95 points shown
- Bren Platoon: 60
- Grenade (x3): 5
- Minesweepers: 10
- Support: 65
Régiment de la Chaudière (3rd Inf. Div., 8th Infantry Brigade), 55 points shown
- Mortar Platoon: 65
- Ammo Belt (x3): 20
- 75mm Pack Howitzer M8: 30
- Mechanized: 60
Battlefield and Deployment
- The German player deploys his groups (A, B and C) first in their respective deployment zones. He can deploy the minefield up to 3 interspaces from the Group B deployment zone.
- The Commonwealth player places the landing craft as indicated in the plan. He deploys the units of his choice in five of these. The other units enter the game in each Supply phase.
- Without looking at them, shuffle and place 1 Bonus tactics marker on the battlefield (1).
- Remove the Artillery and Aviation cards from both decks.
- The Commonwealth player has initiative; place the corresponding marker on Turn 1.
- Each player draws 4 cards.
Victory Conditions and Particular Information
The first part of this game lasts 5 turns. When the first Commonwealth objective is controlled, the second part begins.
The goal for the Commonwealth player is to control the main objective before the end of Turn 7 (of the second part).
- Adjust the number of Order tokens for both players at the end of each Supply phase according to any casualties and units entering play.
- Commonwealth vehicles can control objectives.
- First part, turn 2: During the Supply Phase, the German player can deploy the Group B units and the minefield in the corresponding deployment zone. Also place 1 Bonus tactics marker on the battlefield (2).
- First part, turn 5: If at the end of the Supply phase, the Commonwealth player doesn't control the first objective (1), this is a German victory.
- [Source note: the check-marker lines for turns 3 and 4 are garbled in the source layout and are not reproduced here.]
- As soon as the second objective (2) is controlled by the Commonwealth player, the German player can activate the Group C units at the next turn Order phase. Also place 2 Bonus tactics markers on the battlefield (3).
- Second part, turn 3: If at the end of the Supply phase, the Commonwealth player doesn't control the second objective (2), this is a German victory.
- Second part, turn 6: If at the end of the Supply phase, the Commonwealth player doesn't control the main objective, this is a German victory.
Special Rules
In addition to the basic rules, units or blast patterns with the Demolition special ability can suppress units inside a bunker by shooting directly at 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 one 6, assign one (and only one) Suppressed token to each unit in the bunker.
[Source note: the printed text on the initiative marker and the End marker is fragmented in the source. As legible: when the first objective is checked during the Supply Phase, the initiative marker is moved to turn 1, and it will nevertheless be flipped to change the initiative order. Place the End marker on turn 6.]
Minefield
This option gives you one large minefield of 6 mine tokens on one side, or two smaller minefields of 3 mine tokens each on the other side. Both choices come with two mine decoy tokens.
- If a decoy is revealed, leave it on the board.
- On a result of 1, the unit takes no damage at all and you must discard one mine token. This mine token must be one of those considered for the dice roll. The player who placed the minefield chooses which one to discard (it can be a decoy).
- If the unit takes a hit, it also gets one Suppressed token.
You can deploy a mine token up to 3 interspaces ahead of your deployment zone. Deploy them facedown with the values hidden.
Every mine token must be placed on an interspace adjacent to at least one other interspace occupied by a mine token from the same minefield.
There are two kinds of mine tokens plus the decoy. You can choose the tokens you want for your minefield from those available.
- Anti-personel mines: revealed.
- Anti-tank mines: not revealed.
If the unit takes a hit, it also gets two Suppressed tokens. In the example, the Fire Team moves the same spaces, but one is an Anti-tank mine token so it is not considered and therefore not revealed.
Use the side armor for heat vehicles [sic, printed as "heat"] which are attacked by mines.
When a unit enters a minefield, it must roll a die at the end of its movement. For each space adjacent to a mine token entered and/or crossed by the unit, add the mine token attack bonus to the dice result.
Reveal the mine token chosen by the minefield owner (flip over the base) and keep the others hidden.
- If a space is adjacent to two mine tokens, reveal only one of them. Don't add twice the attack bonus.
- If they're from two different kinds of mines, the owner may select the most effective one.
- The player who placed the minefield chooses which are considered (and therefore, which are revealed). He can choose to reveal a decoy if, for example, an infantry unit enters a space trapped by 1 decoy and 1 Anti-tank mine.
A unit with the Engineer special ability can try to sweep an area. Instead of moving or shooting, with an order or during the Supply phase, the unit can choose a mine token adjacent to it and roll a die. On a result of 1, the unit suffers a hit. On any other result, discard the mine token.
Minesweeper
Units with this special ability can move freely in one space trapped by one or more mine tokens without rolling a die. Don't reveal any mine token.
If the unit movement crosses more than one trapped space, it cannot use this special ability.