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NEW RULES 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
Defensive Obstacles adjacent (A), but it blocks the line of sight in all other cases (B, C, & D).
These terrain overlays are placed on the board to represent obstacles Units with the Ambush ability can hide there.
that can impede the enemys 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.
A
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 B
disrupt lines of sight.

Barbed Wire C
This slows down movement of infantry
units, but provides no resistance to
vehicles. An infantry unity 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. D
Elevations
The D-Day terrain tiles represent the beach and the German defensive
line. Thus there are two elevations: sand and grass. Flamethrower
Sand is at a lower elevation than grass. A unit equipped with
The red line that separates these two elevations has an impact on a flamethrower uses
movement of infantry units that cross it. The must stop on the space a special blast pattern. When it fires, place the blast pattern
immediately beyond it (A). on the center of the space occupied by the counter, and point
It is impassable for light vehicles. it in the direction of your choice. All units covered even partially by the
It also has an impact on lines of sight. blast pattern are affected by the jet of flames.
If the shooter and its target are at two different elevations (one on The blast pattern is affected by obstacles.
the sand, the other on the grass), shots crossing the red line will have It is also blocked as soon as it passes through the center of a space
their range limited to one space beyond this line (B), except when the occupied by a vehicle.
shooter is adjacent to it (C).
If the shooter and the target are at the same elevation, the red line has Any unit under it, whether infantry or vehicle, receives a Suppressed
no effect (D). 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
D 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).

stop B

B C

A Cliff
Cliff spaces are impassable for
vehicles. Infantry units can only enter
them if a Grapnel marker was placed
Terrain overlays that obstruct the line of sight apply their effects as there first.
usual (A). Dont forget that the red line situated at the top of the cliff also stops
Infantry units block the line of sight if both the shooter and the target movement whenever it is crossed.
are infantry units (B).
Bunker
These terrain overlays function in the same manner as the
other buildings, with the difference that they cannot be
A 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 Suppresse units inside a bunker by shooting directly
on one of the units or by targeting the bunker itself. Roll a number
B 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.

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Landing Craft
There are two types of landing craft: large and small.
NEW EQUIPMENT
They are placed at the start of the game, or according to the American
players choice, provided their availability is indicated by the scenario. Shovel
The stern of the landing craft must touch the edge of the terrain tile. This option grants you 4 shovel tokens.
Units can exit it by one of the three spaces in front of the landing craft. 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 units space and any adjacent space.
Place it on the sand side. You can use it this
way only on the beach.

They become the attackers 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 Grapnel
a unit inside it. This option grants you 3 Grapnel tokens.
You must always leave at least one landing craft empty. A unit can, instead of moving or shooting,
with an Order token or during the Supply
If the units in a landing craft receive Order tokens, we suggest that you phase, place a Grapnel marker on an adjacent
place them off the board, behind the landing craft. cliff space. It can do so during a Supply phase if it does
Units inside the landing craft cannot be targeted. not move.
A large landing craft can fire if it receives an Order token. Once the Grapnel has been placed, infantry units can
enter the cliff space, but not vehicles.
Landing craft can be destroyed. You cannot use the Firing on the Move special ability while
If this happens, remove the landing craft from the game. climbing with a grapnel.
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 Bangalore
craft. The owner of the units decides where to redeploy them. If there This option grants you 6 Bangalore tokens.
are no free spaces for a unit, it drowns. During the Activation phase, a unit with an
Place a Suppressed marker on each unit. Order token, instead of moving or shooting,
can:
At the start of a Supply phase, the player can attempt to replace a - either place a Bangalore marker between two
destroyed landing craft. He rolls a die. If the result can be found on one spaces that are adjacent to it (A) or in a straight
of the destroyed crafts, he can put it into play again on a sea space of line at the end of another Bangalore token that
his choice, with the landing crafts stern touching the edge of the board. is already placed (B).
- or, if it has the Engineer special ability, detonate it. In this
Special Deployment case, all the Bangalores in the line explode, and affect the
In the scenarios that involve a landing, the American player can deploy units and terrain overlays in the spaces on each side of the line.
a number of counters limited by the number of landing craft available Elements mounted on a space touched by the explosion are also
(with the exception that he must always have one empty). affected. Discard the markers.
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 below, 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
A B
will deploy the units from the recruitment option on the following turn.

NEW SPECIAL ABILITY


Engineer
2 2 Units with this special ability can use and activate equipment
1
1 1 and terrain overlays showing this symbol.

D-DAY 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.

3
Terrain tiles
DD1-A, DD3-B
Shut Up! D-DAY / SCENARIO 1
DD4-B, DD6-A
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.
Composition of the Armies

Battlefield and Deployment

The American player places the


following landing craft as indicated on
the plan opposite:
Small 12, Large 34, and Small 56.
He deploys the units of his choice in
two of these.
The other units will come into play in
each Supply phase.

zone 2

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

zone 1

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, Dont 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 The game ends at the end of Turn 6 or when the American player
post by placing C4 there. To succeed, at least one unit succeeds in getting a C4 marker into the bunker.
(even Clint) must enter the bunker with a C4 marker.
During deployment, the American player distributes his American Victory: The American player wins the game if he places the
three C4 markers to three of his units. C4 in the bunker before the end of Turn 6.
If a unit carrying a C4 marker is eliminated, its counter
is removed from the game, and it drops the C4 marker D-DAY: During Scenario 3, the German player will not have access to
in an adjacent interspace of his choice. the Artillery cards.
If the unit was trying to climb a cliff, the C4 marker falls
to the bottom (beach side). German Victory: The German player wins the game if the American
In order to pick it up, you must stop on one of the spaces player does not get a C4 maker into the bunker.
adjacent to its interspace.
As soon as one of the American players units is D-DAY: During Scenario 3, the German player will have access to the
eliminated, he sets it aside. Artillery cards.
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).

4
Terrain tiles
DD1-A, DD2-A
Cut! D-DAY / SCENARIO 2
DD4-A, DD6-A
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 waves objective is to open a breach with a Bangalore blast.
Composition of the Armies

The American player places the following landing craft as indicated on the
plan opposite: Large 12, Small 34, and Small 56.
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.
Battlefield and Deployment
Without looking, place 3 Bonus tactics
markers on the battlefield,

German deployment zone

Remove the following


cards from both decks:
Weak Point, Precision
(American only),
Panzerfaust, Bogged Down,
It Bounced Right Off It, Hit and
Run, Ram, Dont 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 game ends at the end of Turn 6, or as soon as the American
The American players goal is to destroy 6 barbed wire player destroys 6 barbed wire tokens, or he has no more
tokens (8 if you want to make the scenario more difficult) engineers or Bangalores.
before the end of Turn 6. If the German player destroys
any with his mortar, it counts for the American players American Victory: The American player wins the game if he destroys
objective. 6 (or 8) barbed wire tokens before the end of Turn 6.
German Victory: The German player wins the game if the American
At the end of the Turn 1s Supply phase, the player hasnt destroyed 6 (or 8) barbed wire tokens before the end of
German player brings the Mortar Group into the Turn 6.
game at the edge of his board.
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.
5
Tuiles de terrain
DD1-A, DD2-A, DD3-A
Bloodbath D-DAY / SCENARIO 3
DD4-A, DD5-A, DD6-A
This is it! This is D-Day, H-Hour Its 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
Composition of the Armies

Battlefield and Deployment

zone 1

German deployment zone

6
The game lasts 8 turns. Victory Conditions and Particular Information:
The goal for the American player is to control two of three objectives.
D-DAY
If you have played Scenario 2 of the mini-campaign, start with the In order to control an objective, there must be
board set up as it was left at the end of the game, and add the two only the one player who has a unit (any unit,
boards to the left, as well as the terrain overlays. unless the scenario specifies otherwise) in one
The German player must also reposition, on the two newly placed of the 4 adjacent spaces, or in the decorative
boards, all the barbed wire destroyed during the preceding scenario. element (building, defensive position) at the end of
the Supply phase.
The American player places the following landing craft as indicated
in the plan opposite: Small 12, Large 3, Small 4, and Large 56. Turn 2
He deploys the units of his choice in three of these. D-DAY At the start of the turn, the German
The other units will enter the game in each Supply phase. player draws one Artillery card that he must
play this turn.
The German player deploys the units of Festungskompanie and all He cannot keep it for the next turn.
those from his options in his deployment zone. He divides the rest At the end of the turns Supply phase, the German
into three groups as indicated below: 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.
+ + +
group 1

He cannot keep it for the next turn.


At the end of the turns 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.
+
group 2

group 3

At the end of the turns 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
Without looking at them, place 5 Bonus tactics markers on the not yet in the game do not count.
battlefield, 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
Remove these cards: any Order tokens associated with its special ability.
Weak Point, Ram, Panzerfaust, Bogged Down, and all the Artillery Adjust the number of Order tokens at the end of each Supply phase,
and Aviation cards according to any casualties and units that entered play.

Remove these cards: The game stops at the end of Turn 8, or as soon as the American
Hit and Run, Ram, Dont Stop, It Bounced Right Off It, Repairs, and all player controls 2 objectives.
the Artillery and Aviation cards.
American Victory: The American player wins the game if he controls
two of the three objectives.
D-DAY German Victory: The German player wins the game if the American
If the German player won the
first scenario, take the German player cannot control two objectives by the end of Turn 8.
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.

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PLAYER GENERATED LANDINGS V1.0
Define the Game The attacker always has the initiative. Thus he deploys
first in the landing craft (leaving one landing craft empty).
In order to start, you must define the size of the defenders army. The
defender does not have to be the German player. The number will The defender positions his first group in the deployment zone. This
depend on the importance of the engagement. zone comprises the spaces of higher elevation, those represented by
This number of army points will also define the elements that you grass.
must place.
Victory Conditions and Particular Information:
Size of the battlefield: The number of gameboards and
terrain overlays that make up the terrain. Half of the boards Each turn, at the end of the Supply phase, the attacker draws
must represent the beach with the sea. the number of tiles indicated by the table. He keeps the number
Place on them the number of elements indicated (bunker, indicated in parentheses, and discards the others (he does not
building, defensive positions), as well as the obstacles put them back in the bag).
(barbed wire and Czech hedgehogs). Half of them are chosen He divides the options between the locations on the recruitment tiles,
and placed by the attacker, the other half by the defender. respecting the rules of the colored bands.
If he unlocks a star this way, he gains an Order token for the next turn.
Number of objectives: The attacker must control a certain number If the option cannot be placed on a recruitment tile, he discards it.
in order to win the game. This number is indicated in parentheses. He the deploys his new units, respecting the transport rules for landing
craft.
Number of bonus tactics: Randomly select the number of bonus He must always leave one landing craft empty.
tactics indicated from among the 6 available. Try not to look at them
when you place them, nor at the ones you set aside. Adjust the number of Order tokens at the end of each Supply
phase, according to any casualties and units entering play.
Number of turns: The number of turns that the game will last.
The defender brings his groups into play in the following Supply phases:
2 Groups: The second group enters in Turn 2.
Create the armies: 3 Groups: The second group enters in Turn 2, the third in Turn 4.
Once all these elements are defined, assemble your forces. 4 Groups: The second group enters in Turn 2, the third in Turn
The defender constructs his army by spending his army points. 4, the fourth in Turn 6.
He divides them into groups (see table, column 1).
Each group must have a value of at least 150 points. Place the event markers on the turn counter so you dont
forget them. Use the neutral markers if you dont have enough
The attacker takes the number of recruitment markers in the defenders color.
tiles and landing craft indicated by the table.
This could be a section or a Field Command / These units enter on any space on the side opposite the beach.
Feldkommando.
He must take at least one small landing craft. The game stops at the end of Turn X, or when the attacker
controls the number of objectives defined by the table below.
He then chooses the number of heroes indicated by the table. If at the end of turn X the attacker has not fulfilled his objective,
the defender wins the game.
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.
You can find other scenarios on our website:
Select the cards to build your decks (at least 40). www.devil-pig-games.com
You can also share your own creations with the
Heroes of Normandie community

1 4 tiles
200
2 Landing 0 2 (1) 2 terrain overlays 1 (1) 2 6
1 goup
craft 12 obstacles

2-3 4 tiles
350
3 Landing 0 3 (2) 6 terrain overlays 2 (1) 3 8
2 groups
craft 16 obstacles

4 6 tiles
500
4 Landing 1 4 (3) 4 terrain overlays 3 (2) 4 10
3 groups
craft 20 obstacles

5-6 6 tiles
650 +
6 Landing 2 5 (4) 6 terrain overlays 4 (3) 5 12
4 groups
craft 26 obstacles

Heroes of Normandie, Heroes System (tactical scale) is a game system Heroes system tactical scale, Heroes of Normandie, every images and illustrations, the Devil Pig
designed by Yann & Clem. / Graphics & illustrations : Yann, Clem, Alex Games logo are properties of Devil Pig Games ltd. No commercial use is allowed without Devil Pig
Scenarios : Yann & Clem / Translation : Nathan Morse Games authorization.
Version 1.1 - August 2014 8 Devil Pig Games 2013

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