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Heroes of Normandie: Big Red One Edition – Bloody Omaha

Expansion for Heroes of NormandieExpansion for Heroes of Normandie: Big Red One Edition

Heroes of Normandie: Big Red One Edition – Bloody Omaha Rulebook

Table of Contents

Table of Contents

  • 1 - Battlefield
    • 1.1 - Terrain Effects
    • 1.2 - Terrain Elements
    • 1.3 - Defensive Obstacles
    • 1.4 - Defensive Elements
  • 2 - Special Rules
    • Landing Craft
    • Haystacks
    • Special Abilities
      • 3.1 - Movement Special Abilities
      • 3.2 - Firing Special Abilities
      • 3.3 - Defense Special Abilities
      • 3.4 - Command Special Abilities
      • 3.5 - Other Special Abilities
  • 4 - Recruitment Options
    • 4.1 - Support Options
    • 4.2 - Gear Options
      • Revealing and Triggering Mine Counters
      • Resolving the Attack
    • 4.3 - Character Traits
    • 4.4 - Orders Options
    • 4.5 - Customizations
  • 5 - Aviation Rules
    • Aircraft Units
    • Planespotting
    • Long Range Penalty
    • Aircraft Taking a Firing Action
    • Other Units Taking a Firing Action
    • Anti-Aircraft
    • Speed Penalty
    • Bombs & Rockets
  • 6 - Player Generated Landings
    • 6.1 - Define the Game
  • Scenarios
  • Bloody Omaha - Part #1
    • Battlefield and Deployment
    • Recruitment of the Armies
    • Preparation
    • Victory Conditions
  • Bloody Omaha - Part #2
    • Battlefield and Deployment
    • Recruitment of the Armies
    • Preparation and Conditions
    • Victory Conditions
  • Little River of No Return
    • Battlefield and Deployment
    • Composition of the Armies
    • Preparation
    • Victory Conditions
  • Big River of No Return
    • Battlefield and Deployment
    • Recruitment of the Armies
    • Preparation and Conditions
    • Victory Conditions
  • Icon Summary
    • 5.1 - Terrain Effects (p.18-19)
    • 6 - Special Abilities (p.07-08)
      • 6.1 - Movement Special Abilities (p.07)
      • 6.2 - Firing Special Abilities (p.07/13)
      • 6.3 - Defense Special Abilities (p.07)
      • 6.5 - Command Special Abilities (p.07-08)
      • 6.6 - Other Special Abilities (p.08)

1 - Battlefield

1.1 - Terrain Effects

Universal Defensive Bonus. Every unit, whatever their defense type, benefits from this Defensive Bonus.

Directional Defensive Bonus. This Defensive Bonus is applied only if the shot crosses the top edge of the Terrain Element, coming from the direction indicated by the icon.

Hole. Infantry Units inside this Terrain Element do not block the Line of Sight of units outside the element (A), however they do block LoS for other Infantry Units in the same element (B). Note that the corners of the Terrain Element block LoS when a unit fires at units in the same Terrain Element (C).

Stress. This Terrain Element unsettles nearby units. Put a Suppressed Marker on any unit that either: ends its Movement Action within a number of squares equal to the value printed in the icon, or has a clear Line of Sight to the element. As long as the unit stays within range of the stressful element and has a LoS to it, it cannot discard Suppressed Markers.

Bunker. Bunkers cannot be Destroyed and Infantry Units can never enter through their windows (by playing a Card or using a Special Ability.) Units, gear, or explosion templates that have the Destruction Special Ability can attempt to stun units inside bunkers by targeting them directly or by targeting the bunker. Roll as many dice as indicated in the Destruction icon. If at least one die rolls a 5 or a 6, put a single Suppressed Marker (no more than one) on each unit in the bunker. Concealed units are not affected.

Contour Line. A red contour line is one that separates two areas of different elevation. Shots that cross a red line have their range limited to one square beyond the line (A), unless the shooter or the target is adjacent to the contour line (B). Effects of Terrain Elements that reduce LoS apply their effects normally (C). Infantry Units block LoS if both the shooter and the target are Infantry Units (D).

Depending on the type of terrain, the contour line may affect the Movement Action of crossing units.

A unit in a mound square and adjacent to the red line does not block a LoS traced to a unit on a higher elevation and adjacent to the other side of the red line (A), but it does block LoS in every other case (B, C & D).

1.2 - Terrain Elements

Mounds. A mound square is identified by a yellow border adjacent to a contour line.

Difficult Terrain. Impassable to Vehicles - Difficult Passage. These squares represent pools of mud or waterlogged areas. The Germans had flooded large parts of Normandy in anticipation of Allied troop drops.

Streams. Impassable to Light Vehicles - Difficult Passage. They happily flow in the Normandy countryside and bring freshness and fish to hikers.

Fields. Obstacle (Infantry). Ears of golden wheat, rustling in a warm breeze. Surely nothing could be hiding in such a lovely spot.

Embankments (Seawalls). Impassable to Vehicles - Difficult Passage. An embankment is defined by a brown line. The height of the embankment is represented by the Terrain Effect icons defining it. The embankment described here is a low Seawall which does not interfere with the LoS but is impassable to vehicles.

1.3 - Defensive Obstacles

They are always placed between two squares and never diagonally.

Barbed Wires. Difficult Passage (only Infantry). Vehicles equipped with a Culin Hedgerow Cutter can discard a marker to remove ALL barbed wire tokens they encounter during their Movement Action.

Unactivated Units with the Engineer Special Ability can remove a barbed wire token in their ZoC, after which they get an Activated Marker.

Czech Hedgehogs. Impassable to Vehicles - Obstacle. They sprouted up like weeds, all over the beaches of Normandy.

1.4 - Defensive Elements

A unit in a Defensive Element benefits from the Defensive Bonus, unless the unit firing or assaulting this unit is also inside.

Trenches. Defensive Bonus (Infantry) - Impassable to Vehicles - Obstacle - Hole. A unit that moves into or out of a trench must stop its move, unless its Movement Action crosses a section of the trench that has a ladder. Moving within a trench, or from one trench to an adjacent one, does not interrupt movement provided the two joined trench sides are linked by a passage. The walls limit the ZoCs and constrain movement (A).

The ZoC of a unit outside a trench does not affect units inside the trench, and vice versa.

Grenades and Trenches. When a grenade is thrown into a trench, place the marker onto a square instead of on an Interspace. The blast expands in a 1-square-wide straight line only inside the trench, in any possible direction from the target square. Trench edges stop the propagation of the explosion (A).

2 - Special Rules

Landing Craft

There are two types of Landing Craft: large and small. They are placed at the beginning of the game, either on the Attacking side or as indicated by the scenario. The back of the counter must touch the edge of the terrain tile. The units can exit through one of the three squares in front of the Landing Crafts. The Landing Crafts thus become the deployment zone for the attacker.

You may deploy units into these squares at the beginning of the game or at the end of any Supply Phase, provided you follow the rules of the Transport Special Ability (here, Transport 7).

  • A landing craft has a Transport capacity of 7.
  • Characters as well as Infantry Units that have the symbol (an icon on the counter, not reproduced here) equal 1 point of Transport capacity.
  • All other Infantry Units equal 2 points.
  • Light or Heavy Vehicles occupying 2 squares take up all 7 points of Transport capacity.
  • 1-square Light Vehicles equal 5 points.

ATTENTION: A vehicle can use its transport capacity while it is on board a landing craft.

Units that you deploy from a landing craft at the end of a Supply Phase must wait until the next turn to enter play, either during the Activation Phase by means of an Order Token or during the next Supply Phase.

  • You may not deploy new units onto a Landing Craft while there is still a unit on it.
  • You must always leave at least 1 Landing Craft empty.
  • Units inside Landing Craft cannot be targeted.
  • A 2-square Landing Craft can take a Firing Action if it receives an Order Token.

Destroying a Landing Craft. A Landing Craft can be Destroyed and is then removed from the battlefield. Units on the craft suffer no Hit, but must be redeployed to unoccupied adjacent squares or to squares previously occupied by the landing craft. This is a Forced Move, and the player who owns the units chooses where to redeploy them. Put a Suppressed Marker on each redeployed unit. If there are no unoccupied squares, the unit drowns and is Destroyed.

At the beginning of a Supply Phase, the Attacking player can attempt to recover a Destroyed landing craft by rolling a die. If the result of the roll is equal to a number printed on one of the Destroyed Landing Craft, the player can put it back in play in any sea square, with the back of the craft touching the edge of the board.

Special Deployment. In landing scenarios, there is a limit to the number of unit counters the American player may deploy, based on the number of available Landing Craft. Each Turn, one Landing Craft must be left vacant.

The player chooses all units from a Recruitment Tile or a Recruitment Option and deploys them as he wishes among the Landing Craft.

It is not possible to deploy only some units from a Recruitment Tile and keep the rest for the next turn.

In the example above, the player chooses to deploy a Heavy Vehicle in one of the barges, and the units from his Recruitment Tile in the other. The M4 Sherman consumes all transport points of the first Landing Craft (7 points). The Lieutenant and 60mm Mortar equal 1 transport point each, the Rifle Team and the Support Team, 2 points each. He will deploy the rest of his units on the next round.

Haystacks

Haystacks allow units to be camouflaged. They are available through an Orders Option, or because a scenario assigns them to an army.

The large haystack, granted by the German Tank Ambush Orders Option, allows you to conceal a single Heavy Vehicle, while the small haystack granted by scenarios, allows the concealment of a single Infantry Unit.

Units hidden inside Haystacks gain the Opportunity Fire Special Ability.

Deployment. Deploy the haystack(s), using the Scout 3 Special Ability for the large one, or by following the scenario instructions for the little ones. Place them with the question mark visible. The haystack tokens cannot be placed in a Terrain Element.

Choose which unit you want to hide and place it next to its Recruitment Tile. Assign a Haystack Marker, bearing the same letter as the haystack, to the selected unit. The Orders Option marker has coloured bands to differentiate it from others.

Spotted! Haystacks are Terrain Elements. To spot units hidden in haystacks follow the rules of the Ambush Special Ability. As soon as a unit hidden in a haystack takes a Movement Action or a Firing Action, or is spotted by another unit, discard the haystack counter and replace it with the corresponding Unit.

Boom in the Hay! If a Heavy Vehicle passes over a small haystack, discard it and reveal the Infantry Unit that was hidden there.

If a Heavy Vehicle ends its Movement Action on a small haystack, discard it and reveal the Infantry Unit hidden there. Apply the Running Over Infantry rule described in the 3.2.1 - MOVEMENT ACTION Chapter of the rulebook p.10.

Special Abilities

3.1 - Movement Special Abilities

Urban Fighter. Once and only once per Movement Action, the unit may enter or exit a building through an opening identified by a white arrow.

This Special Ability also enables you to exit buildings during a Forced Move following a lost assault.

It is not possible to enter bunker windows in this way.

3.2 - Firing Special Abilities

Double Fire. When this unit is Activated, it may take two Firing Actions but may not fire twice at the same target. Make a separate roll against each target.

Endless Grenades (Sam Fueller). Sam Fueller has grenades for the whole battle.

Hawkeyed. When this unit makes a Firing Action, it ignores the long range penalty.

3.3 - Defense Special Abilities

Substitute. This unit can suffer Hits in place of a Heavy Weapon unit (outlined in red) within 2 squares provided it has a LoS (obscured or clear) to it. This Special Ability does not work if the Heavy Weapon was Destroyed during an assault.

3.4 - Command Special Abilities

Barrage Order. You may not use this Special Ability on the first turn; a barrage order takes time to prepare.

  • To give a barrage order, give an Order Token to the unit with this Special Ability. It can take no other action (neither a Movement Action, nor a Firing Action) when it is directing a barrage order.
  • Designate up to 3 Heavy Weapon units (outlined in red) that have the exact same name (for example, .30 cal or 60mm Mortar) and within 3 squares of the unit with the barrage order Special Ability.
  • It must have a clear LoS or reduced LoS to each of them.
  • The Heavy Weapon units may take a Firing Action during the Activation of the unit directing the barrage order.
  • Resolve each Firing Action separately.
  • Put an Activated Marker on each unit that took a Firing Action and remove any Order Tokens from them.

The unit directing the barrage order keeps its revealed Order Token to indicate it may not act during the Supply Phase.

Smart. This unit increases your hand size by 1 Action Card. If more than one unit has this Special Ability, you only benefit once when drawing cards at the end of each Supply Phase.

NCO. This unit has an NCO among its members or is itself an NCO. As long as you have an NCO on the board, you always have at least one Order Token. When Activated, before Firing or Moving, an NCO may instantly remove 1 Suppressed Marker from a friendly unit within 3 squares and in clear LoS.

3.5 - Other Special Abilities

Engineer. Units with this Special Ability may use and activate gear or Terrain Elements that have the same symbol, such as barbed wire.

Minesweeper. The unit with this Special Ability does not need to roll a die when entering a square adjacent to one or more Mine counters. Do not reveal any of the Mine counters. If the unit moves through more than one mined square, it may not use this Special Ability.

4 - Recruitment Options

4.1 - Support Options

Landing. These Recruitment Options can only be purchased if the Recruitment Tile bearing the same coloured stripes is present in the player's army. Just like a regular Recruitment Tile or Support Option, this Recruitment Option yields the represented units.

4.2 - Gear Options

Ammo Belts (Restricted to units with the Machine Gunner Special Ability). This option gives you 3 Ammo Belt markers. Each marker grants you a +2 bonus to one shot against an Infantry Unit or +1 bonus against a Light Vehicle.

Bangalores (Restricted to infantry). This option gives you 6 Bangalore markers. Instead of taking a Firing Action or a Movement Action, a unit may:

  • (A) Put a Bangalore marker between two squares in its ZoC,
  • or (B) add a Bangalore marker at the end of an already placed Bangalore marker,
  • or set off a line of Bangalores (only if the unit also has the Engineer Special Ability). All units and Terrain Elements in squares on either side of the detonated line are caught in the explosion. Resolve the effects before discarding the destroyed Bangalore markers. Resolve every attack individually.

Minefield. This defensive element provides sufficient mine counters to create either:

  • a large field of 8 counters at a cost of 45 points;
  • a large field of 4 counters at a cost of 25 points.

Each Mine counter represents several mines. Therefore, it is not systematically removed from the board when it explodes.

You can deploy a Mine counter up to 3 Interspaces from your deployment area. Mine counters are deployed facedown so the values are hidden.

There are 3 different kinds of Mine counters, and you may choose the counters you want for your minefield from those available:

  • Anti-personnel mines.
  • Anti-tank mines.
  • Decoy Mine (which has no Combat Values).

Mine counters are deployed on Interspaces (including inside buildings), and each must be adjacent (even diagonally) to another Mine counter belonging to the same minefield. A square that has a Mine counter on at least one of its 4 Interspaces is called a 'mined' square. The owner of the minefield is referred to as the defender.

Revealing and Triggering Mine Counters

  • At the end of a Movement Action through one or more mined squares, even after exiting the minefield, a unit resolves the total amount of triggered mines as one single attack and rolls one die to check for Hits.
  • For each mined square crossed/occupied during his opponent's Movement Action, the defender designates which Mine counter (if there are several) will be triggered. This choice requires the defender to reveal the Mine counter. He may look at all counters before deciding.
  • The defender may choose to trigger a Mine counter that was already revealed. He thus exempts himself from revealing another one, even if nothing prohibits him from doing so.
  • The defender may choose to reveal a decoy Mine counter. The triggered Mine counter must be the one with the highest Combat Value against the moving unit.
  • A revealed and/or triggered mine or decoy mine counter is NOT removed from the board (it actually represents several mines of which only one has just exploded).

At the first mined square the American unit crosses, the defender chooses to reveal the Mine counter (A). He does not reveal the Mine counter (B) (an anti-tank mine) for the second square crossed, but instead he triggers the Mine counter (A) again. He then reveals the Mine counter (C) for the last mined square.

Resolving the Attack

At the end of the moving unit's action, its player rolls 1 die. To that result, he adds the appropriate Combat Value for the moving unit's type from each revealed Mine counter (1 per square). Use the side Defense Value for Heavy Vehicles. Terrain Elements do not grant their Defensive Bonuses.

If the result is equal to or higher than the Defense Value of the moving unit, the unit takes 1 Hit and receives 1 Suppressed Marker.

On a result of a 1, the unit neither suffers a Hit nor gets a Suppressed Marker and the defender must choose and discard 1 Mine counter that was added to the roll. The defender can choose a Decoy Mine counter if it was crossed by the moving unit.

In the above example, where the American unit crossed 2 mined squares and ended its move on a third, the unit would take 1 Hit and get 1 Suppressed Marker with this result. (Roll of die + 1 + 1 + 1 = 7.)

A unit that has the Engineer Special Ability may clear an area of mines instead of moving or firing. Roll a die. On a result of 1, the unit suffers a Hit. On any other result, discard all the Mine counters adjacent to the square the Engineer occupies. This ability does not protect units from mines that have not been removed yet.

Explosive Charges (Restricted to infantry - Engineer). This option gives you 3 explosive Charge markers. Only units with the Engineer Special Ability can use them.

At any point of its Movement Action, either during the Activation Phase or the Supply Phase, a unit may place a single marker on a target in its ZoC. You may use several units or have a unit act twice (for example, with the Heroic character trait) to place several markers. The target can be a structure or a non-infantry unit. If a mobile target moves, it takes the marker with it.

The explosion happens at the end of the Supply Phase and has no area of effect.

If more than one marker of any type is placed on the same target, total the Combat Values or Destruction values and make a single roll.

Use the side Defense Value of a Heavy Vehicle. Once the explosion occurs, discard the marker(s).

Gear (See the rules for each marker to know its limitations.). This option gives you 5 markers (as many as printed on the Recruitment Option). You must select them at the beginning of the game from all the markers that have the same colour stripes as the Gear recruitment option. You may not take more than 2 identical markers.

Position (Restricted to infantry). This option gives you 1 Forward Position. Instead of taking a Firing Action or a Movement Action, during the Activation Phase or the Supply Phase, a unit may put the tile on its square. A forward position tile may not be placed inside a building, rubble, a bunker, a water square, or any square impassable to Infantry Units.

Forward position tile: the FRONT side is the Hedgerow side, the BACK side is the other side. Use the tile's Hedgerow side for a position in a hedgerow, and its reverse side if you put it in any other type of terrain where it is allowed to be placed.

Shovels (Restricted to infantry). This option gives you 4 Shovel markers. Each marker can be used in one of two ways:

  1. During an assault, it gives you a +1 bonus to the result of your roll.
  2. After a Movement Action, you may put a Shovel marker on its 'sand' side between the unit's square and any other square in its ZoC. You may only use it this way on the beach or in the desert.

Tank Ammo (Restricted to primary weapons on Heavy Vehicles). This option gives you 3 markers. You must select them at the beginning of the game from the HE Shells and APC Shells markers that have the same colour stripes as the Tank Ammo recruitment option. You may not take more than 2 identical markers.

HE Shells (Alternate Firing Action). HE Shells allow the Howitzer Special Ability and require a red explosion Template.

APC Shells. Each marker grants you a +1 bonus when firing at a Heavy Vehicle.

Tank Gear (Restricted to Heavy and Light vehicles). This option gives you 3 markers. You must select them at the beginning of the game from the Fuel and Additional Shielding markers that have the same colour stripes as the Tank Gear recruitment option. You may not take more than 2 identical markers.

Fuel. Each marker increases the Movement Value of a vehicle by 1 square.

Additional Shielding. Each marker grants you a +1 Defensive Bonus.

4.3 - Character Traits

Guardian (Restricted to infantry). During a Firing Action, Defensive Bonuses provided by Terrain Elements are increased by 1 for Infantry units.

Training. Training Character Traits grant the pictured Special Ability to the units of the Recruitment Tile in which the trait is slotted. The booklet shows two training traits: Mobile Fire Rangers (25) and Urban Fighter Rangers (15).

4.4 - Orders Options

Aircraft. This Orders Option allows you to recruit 1 or 2 Aircraft units. (See AVIATION RULES p.12-13.) (The booklet shows two Aircraft cards, SP X1 and SP X2.)

Artillery. This Orders Option gives you 3 Artillery Support markers. In order to use an Artillery Support marker, you must place a Numbered or Special Order Token on its tile. When you activate this option, put an explosion Template on any Interspace on the battlefield.

The scattering distance for this attack is 3 Interspaces. You may also place a Bluff Order Token as a ruse.

Battle Plan. This Orders Option gives you 1 Special Order Token for the whole game. You may not have more than 2 Special Order Tokens.

Smoke. This Orders Option gives you 3 Smoke templates. In order to use a Smoke template, you must assign a Numbered or Special Order Token to an available Smoke template. You may place a Bluff Order Token. Several Order Tokens can be assigned to several Smoke templates.

When Activated, you can place the Smoke template on any Interspace on the board.

Roll a die for scattering. Scattering for smoke is 1 Interspace. Once you've resolved scattering, put the Template on its -4 side.

At the end of the Supply Phase:

  • Remove the Templates already on their -4 side.
  • Then turn the -4 sides Templates over onto their -2 side.

Any Firing Action that goes into, through, or out of a square covered by a Smoke Template suffers the printed penalty.

Tank Ambush. This Orders Option gives you 1 large Haystack counter (see p.7).

4.5 - Customizations

Heroic. This customization gives the Character 1 Heroic marker. This marker enables you to activate the Character one additional time. After this additional Activation, the Character receives 1 Suppressed Marker.

5 - Aviation Rules

Why do all German soldiers photographed in Normandy have their eyes glued to the sky, and why do they take the trouble to camouflage their vehicles under thick branches, or move only at night? The answer is simple. Fear! If you like the sweet sound of Stukas dive-bombing armored columns, the song of machine gun bursts mowing down infantry lines, or the concert of 250 kg bombs shaking the whole audience, then these aviation rules are for you.

Aircraft Units

Units with this Special Ability are not present on the battlefield: they fly over it.

  • Aircraft Units are recruited with Orders Options. The cost of these Recruitment Options is defined by the Aircraft's Recruitment Tile.
  • When recruiting an Aircraft, place its Recruitment Tile next to the Command Tile containing the Orders Option.

Example: The American player decides to recruit a P-51 Mustang. The Orders Option is slotted into the Field Command's Command Tile and the aircraft's Recruitment Tile is placed next to it. The cost of this Orders Option is 50 points.

WARNING: Action Cards that allow moving or changing Order Tokens cannot be played for Aircraft units.

Planespotting

At the end of the Order Phase, the visibility status of Aircraft units is either "In the clouds" or "In plain sight" for the rest of the Turn.

In the clouds: the Aircraft Unit has a Bluff Order Token. It is too far away to Attack or be targeted, even by an Anti-Aircraft unit. Reveal the Bluff Order Token at the beginning of the Activation Phase.

In plain sight: the Aircraft Unit did not get a Bluff Order Token. It flies over the battlefield and can be targeted but may only take a Firing Action if it got a Numbered or Special Order Token.

Example: The German player places an Order Token on the Aircraft Unit's Recruitment Tile, which is then Activated and may be targeted that turn.

Long Range Penalty

IMPORTANT: NEVER apply the Long Range Penalty, whenever an Aircraft Unit is involved in a Firing Action, whether as attacker or target.

Aircraft Taking a Firing Action

  • Aircraft Units can only take a Firing Action when a Numbered or Special Order Token is placed on their Recruitment Tile.
  • Aircraft Units can target ground units or other Aircraft Units.
  • Aircraft Units use the side Defense Value when targeting a Heavy Vehicle.
  • Aircraft Units always have a Clear Line of Sight to every Unit, except those inside Buildings.
  • Units using cover of any non-building terrain (woods, hedges, defensive positions,...) get the benefit from that Terrain's Defensive Bonus.
  • Aircraft Units cannot spot concealed units.

Other Units Taking a Firing Action

  • Units without Anti-Aircraft Special Abilities can only target Aircraft Units with a Numbered, or Special Order Token placed on their Recruitment Tile.
  • Only units with the Machine Gunner and/or Anti-Aircraft Special Abilities can take a Firing Action against Aircraft Units.
  • A Heavy Vehicle cannot use its Primary Weapon (red outline) for a Firing Action against Aircraft Units, unless that Primary Weapon has the Anti-Aircraft Special Ability. Only if the vehicle has a Secondary Weapon (yellow outline) with the Machine Gunner Special Ability can the vehicle shoot at Aircraft Units.
  • Units with the Limited Range Special Ability, as well as Units with a Special Ability that makes use of any Template, cannot fire at Aircraft Units.
  • Units with a Limited Firing Arc cannot fire at Aircraft Units, unless these Units have the Anti-Aircraft Special Ability. In this case, the Limited Firing Arc is ignored.
  • All Units, not in Buildings, have Clear Line of Sight to any Aircraft Units except those "in the clouds".

Anti-Aircraft

Units with the Anti-Aircraft Special Ability can Fire at an Aircraft Unit, even if that Aircraft Unit does not have a Numbered, or Special Order Token placed on its Recruitment Tile. However, a Unit with this Special Ability cannot fire at any Aircraft Unit that is "in the clouds".

Always add any bonus (+1, +2,...) shown next to the AA Special Ability, to the die roll. If the target is an Aircraft with an Order Token: calculate the Speed Penalty normally (see Speed Penalty). If the target is an Aircraft without an Order Token, apply a standard -2 Speed Penalty instead.

Speed Penalty

IMPORTANT: Any unit (land and air) that takes a Firing Action against an Aircraft Unit must always apply the Speed Penalty.

The Speed Penalty is determined by the numerical difference between the Order Token of the firing unit and that of the Aircraft Unit. Always subtract the lowest value from the highest.

Opportunity Fire. A unit using Opportunity Fire in response to an Aircraft that has fired, must use the value of the last revealed Numbered Order Token to resolve the Speed Penalty. Since this is the targeted Aircraft's own Order Token, the Speed Penalty for Opportunity Fire is always 0.

The player whose Aircraft Unit was targeted must reveal the Order Token if its value had not been disclosed yet. Replace this Token face down again on the Aviation Recruitment Tile until the Aircraft Unit is Activated.

Special Order. If any unit with a Special Order Token targets an Aircraft Unit with a Numbered Order Token, then the Speed Penalty is the difference between the value of the Aircraft Unit's Order Token and that of the last revealed Numbered Order Token (of either player) before this Firing Action.

If an aircraft is Activated with a Special Order before it has been targeted, its Speed Penalty value also is that of the last revealed Numbered Order Token (of either player).

This value can be 0 if the plane is Activated before Order Number 1.

If the target is an Aircraft with an unrevealed Special Order Token apply a standard -2 Speed Penalty.

Examples: An Aircraft Unit with Order Token #3 is targeted by a unit:

  • with Order Token #2, the Speed Penalty (3-2) is 1.
  • with Order Token #5, the Speed Penalty (5-3) is 2.
  • with Order Token #3, the Speed Penalty (3-3) is 0.
  • with Opportunity Fire, the Speed Penalty is 0.

Bombs & Rockets

Bomb or rocket markers shown on an Aircraft's Recruitment Tile are used for Alternate Firing Actions.

The German FOCKE-WULF has 2 SC-500 bombs. It can use them in an Alternate Firing Action with the Howitzer Special Ability while using the explosion template with the black Combat Values.

6 - Player Generated Landings

6.1 - 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 of army points will depend on the importance of the engagement and will define the terrain elements players must place.

Size of the Battlefield. The number of Terrain Boards that make up the battlefield. Half of the Terrain Boards must represent the beach with the sea. Place the indicated number of Terrain Tiles on the battlefield (bunker, building, defensive positions), as well as the Defensive 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 Tactical Bonuses 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 100 points.
  • The Attacker takes the number of Recruitment Tiles and Landing Craft indicated by the table. This could be a combat group or a Field Command / Feldkommando. The attacker must take at least one small landing craft. He puts into an opaque bag all the option tiles corresponding to his Recruitment Tiles, the common options (gear, units, vehicles, character traits) and the Orders Options if he purchased a Command Tile.

Each player draws a number of Action Cards as indicated by the table.

Initiative. 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 is all the squares of the grassy bluff above the beach.

Victory Conditions and Particular Information. Each turn, at the end of the Supply Phase, the attacker draws the number of Option 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 slots on the Recruitment Tiles, respecting the rules of the coloured stripes. If he unlocks an Order Special Ability this way, he gains an Order Token for the next turn. If the option cannot be slotted into a Recruitment Tile, it is discarded. He then deploys his new units, respecting the Transport rules for landing craft.

WARNING: One Landing Craft must always remain empty.

Adjust the number of Order Tokens at the end of each Supply Phase, according to any casualties and units entering the game.

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 chart so you don't forget the groups arriving later in the game. Use neutral markers if you don't have enough markers in the defender's colour. These units enter on any space on the side opposite the beach.

The game stops after the END Turn, or when the attacker controls the number of objectives defined by the table below. If the attacker has not fulfilled his objective, after the END Turn, the defender wins the game.

Player Generated Landings table (columns in printed order: Defender's army size; Size of the Battlefield; Number of Objectives (X icon); Number of Bonus Tactics (icon); Number of Turns (END icon); Attacker's army size; Attacker's Heroes; Action Cards drawn (card icon); Number of Option tiles the Attacker draws each turn):

Defender's army sizeSize of the BattlefieldObjectivesBonus TacticsTurnsAttacker's army sizeAttacker's HeroesAction CardsOption tiles drawn each turn
200 - 250, 1 group4 terrain boards, 2 terrain tiles, 5 obstacles1 (1)262 tiles, 2 Landing Craft132 (1)
300 - 350, 2 groups4 terrain boards, 4 terrain tiles, 10 obstacles2 (2)383 tiles, 3 Landing Craft243 (2)
400 - 450, 3 groups6 terrain boards, 6 terrain tiles, 15 obstacles

Scenarios

The booklet's summary page carries this note: "The Heroes of Normandie - Solo Mode expansion is required for games in Solo Mode." The Solo Mode notes on the scenario pages are transcribed in each scenario.

Page 15 of the booklet is a historical map of the St. Pierre-du-Mont area (Defences, information as at May 44); it contains no rules text and is not transcribed.

Bloody Omaha - Part #1

D-Day landing beach Omaha... The fighting there happened only yesterday but it's already known as Bloody Omaha... The name echoes in our heads... Bloody Omaha! The vast numbers of men who died on that beach are proof that its sinister sobriquet is sadly justified. As soon as the landing ramps came down, machine guns exacted a murderous toll on the crowds of soldiers packed in the barges. Moreover scores of men simply drowned. From positions high upon the cliffs, the defenders fired whatever munition they had, at the attackers down below as they held on to dear life behind whatever little cover they could find... This is their story...

Front: Normandy. Armies: German / US. Date: June 6 1944. Players: 2.

Battlefield and Deployment

The booklet shows the battlefield as a grid of terrain tiles labelled OB1-A to OB6-A. The three tiles in the upper row form the German Deployment Zone. The three tiles in the lower row form the beach, with the American Deployment Landing Craft in front of the sea edge. The middle row is a strip of terrain tiles between the two. The tile layout is shown as a diagram in the booklet and is not reproduced as text here.

Recruitment of the Armies

1st Infantry Division - 535 points (American). The booklet's army card art lists the Field Command group (30 points), a US Combat Engineers group (100 points), a Rifle Platoon group (70 points), a Landing recruitment option (30 points), a Heroic character card (30 points), and an aircraft card (50 points). The individual card titles and card values are too small to read reliably at the booklet's resolution, so they are not transcribed here. Consult the printed booklet for the exact card list.

352. Infanterie Division - 335 points (German). The booklet's army card art lists a Feldkommando group (30 points), a Festungskompanie group (70 points), a Minefield card (45 points) and a character card "Heinrich, The Beast of Omaha" (25 points, with an Overwatch card worth 10). The Feldkommando and Defense Group cards are outlined in blue. Card titles and values are not all legible at the booklet's resolution and are not transcribed in full.

SOLO MODE: The AI can only play with the German army. Defensive Attitude is suggested for this scenario.

Preparation

  • The American player has Initiative.
  • Place 1 Primary Objective.
  • Place 3 Tactical Bonuses.
  • Each player draws 4 Action Cards.
  • The game lasts for 7 Turns.
  • The German player deploys first. Feldkommando and Defense Group are not deployed yet. In the Recruitment section both are outlined in blue.
  • The American player deploys in landing barges 1-2 and 5-6.

Respect Transport capacities of the Landing Craft.

American units that were not deployed in Turn 1 can be placed in the Landing Craft during the Supply Phase of Turn 2 but cannot disembark until Turn 4.

German Feldkommando and Defense Group enter the board during Turn 4 through a square denoted with a blue arrow.

The American Sherman cannot disembark until after the destruction of at least one Seawall Objective.

The Sherman's Tracks remain intact throughout the entire scenario. Treat a Tracks Damage (result of 2) for the Sherman as a miss.

Reinforcements of either side enter the game with an Order Token in the Activation Phase or without Order Token during the Supply Phase.

Victory Conditions

The American player must blow up either or both Seawall sections, denoted by Secondary Objectives printed on the terrain tiles, and position the Sherman tank on the Primary Objective.

The game ends at the end of Turn 7 or when the Sherman reaches the Primary Objective.

  • Minor American victory: The Americans have destroyed only one of two Seawall sections but the Sherman has not reached the Primary Objective.
  • American victory: The Americans have destroyed only one of two Seawall sections and the Sherman has reached the Primary Objective OR the Americans have destroyed the two Seawall sections but the Sherman has not reached the Primary Objective.
  • Major American victory: The Americans have destroyed the two Seawall sections and the Sherman has reached the Primary Objective.
  • German victory: Neither of the Seawall sections were destroyed.

Bloody Omaha - Part #2

Bangalore explosions tear a hole in the lines of obstacles on Omaha Beach. A breach! A breach! We must immediately exploit the gap. Brigadier-General Norman Cota activates the Rangers to lead the way off this hellish beach. Supported by galvanized soldiers of both the 1st and 29th Infantry Divisions, they assault the fortifications held by the "Krauts" from 352th Infanterie Division. Finally some serious retaliation for the anguish and agony suffered on the beach...

Front: Normandy. Armies: German / US. Date: June 6 1944. Players: 2-3.

Battlefield and Deployment

The booklet shows the battlefield as three rows of terrain tiles. The top row (tiles C1-B, C3-A and C2-A) is the German Deployment Zone, marked with blue arrows. The middle row (tiles OB1-A, OB2-A and OB3-A) is the centre of the battlefield. The bottom row (tiles OB4-A, OB5-A and OB6-A) is the American Deployment Zone, with the beach and the landing craft. The booklet marks the tile elements C-01 and B-01 on the top row as shown in its diagram. The exact placement is shown in the diagram and is not reproduced as text here.

Recruitment of the Armies

29th Infantry Division - 445 points (American).

1st Infantry Division - 445 points (American).

352. Infanterie Division - 585 points (German).

The booklet's army card art lists the groups of each division (for example the High Command, Rifle Platoon and US Rangers groups in the 29th Infantry Division; the Field Command, Rifle Platoon and US Combat Engineers groups in the 1st Infantry Division; and the Divisionstab, Festungskompanie and Panzergrenadiere groups in the 352. Infanterie Division). The individual card titles and card values are too small to read reliably at the booklet's resolution, so they are not transcribed here. Consult the printed booklet for the exact card list.

SOLO MODE: The AI can only play with the German army. Defensive Attitude is suggested for this scenario.

Preparation and Conditions

  • The American player has Initiative.
  • Place 2 Secondary Objectives.
  • Place 2 Tactical Bonuses.
  • Arrange the 8 Mine counters face down. Draw 4, without revealing them. Place these face down on the game board.
  • Each player draws 4 Action Cards.
  • The game lasts for 8 Turns.
  • The German player deploys first.
  • The American player(s) deploy in their respective deployment zone(s).
  • The Americans must control both Objectives.

American and German units shown with a coloured outline on the Recruitment Tile are not deployed yet. These units can enter the game during the Turn with an event marker in a matching outline. American units are placed in the Landing Craft denoted by their own Division's badge. German units enter through a square denoted with a blue arrow.

The booklet's turn chart shows which event marker, by outline colour, is placed on which turn. That placement is shown as a diagram and is not reproduced as text here.

Victory Conditions

The game ends at the end of Turn 8 or if the American player(s) control both Secondary Objectives at the end of a Supply phase.

  • American victory: The Americans control both Secondary Objectives.
  • German victory: The Americans fail to control both Secondary Objectives.

Little River of No Return

American briefing: A patrol of "Peck's Bad Boys", from the 67th Tactical Reconnaissance Group has spotted elements of 2nd Panzer and 352th Infantry Divisions. After two days of combat, reports are formal: General Dietrich Kraiss has set up HQ in a nearby farmhouse. We must dislodge the Germans from their positions but the capture of Kraiss would be the cherry on the cake. Gentlemen, you have your orders. Good luck! Dismissed!

German briefing: Mein Generalleutnant, the Americans have surrounded your HQ at the farm. They are preparing an offensive. Help is underway but reinforcements will not reach you until tomorrow. For now we can only provide artillery support. Mein Generalleutnant, you'll have to hold out for another day...

Front: Normandy. Armies: German / US. Date: June 1944. Players: 2.

Battlefield and Deployment

The booklet shows the battlefield as two rows of terrain tiles. The top row (tiles OB1-B, OB2-B and OB3-B) is the German Deployment Zone. The bottom row (tiles OB6-B, OB4-B and OB5-B) carries the American Entrance Squares, marked by orange arrows along the bottom and right edges. The booklet marks the elements A-01, B-01 and C-01 on the top row as shown in its diagram. The exact placement is shown in the diagram and is not reproduced as text here.

Composition of the Armies

Task Force - 495 points (American).

2. Panzer Division - 415 points (German).

The booklet's army card art lists the groups of each force (a tank platoon and a US Rangers group for the Task Force, and a Divisionstab group plus further Panzer group cards for the 2. Panzer Division). The individual card titles and values are too small to read reliably at the booklet's resolution, so they are not transcribed here. Consult the printed booklet for the exact card list.

SOLO MODE: The AI can play with either side in this scenario.

Preparation

  • The American player has Initiative.
  • Place 1 Primary Objective.
  • Place 2 Secondary Objectives.
  • Place 3 Tactical Bonuses.
  • Each player draws 4 Action Cards.
  • The game lasts for 8 Turns.
  • The German player deploys first. He places the defensive positions and haystacks anywhere in his deployment zone.

American units enter the game through any square denoted by an orange arrow, either with an Order Token in the Activation Phase or without Order Token during the Supply Phase.

Victory Conditions

Catch me if you can! The Americans must win an Assault against Kraiss, as attacker or defender, in order to capture him. Once the general is captured, he cannot be liberated and his counter is removed from the game.

  • Minor American victory: The Americans control the Primary Objective and one Secondary Objective.
  • American victory: The Americans have captured Kraiss but control only one Objective, be it Primary or Secondary.
  • Major American victory: The Americans have captured Kraiss but also control the Primary and one Secondary Objective.
  • Minor German victory: The Americans have captured Kraiss but control none of the Objectives OR failed to capture the general and control at least the Primary Objective, OR only control both Secondary Objectives.
  • German victory: The Americans control only one Objective, Primary or Secondary.
  • Major German victory: The Americans failed to capture Kraiss AND control none of the Objectives.

Big River of No Return

This scenario is similar to "Little River of No Return" but on a larger scale. Each player can handle one group of units in a 4-player game or some players might command two groups of the same side in a 2-3 player game.

This is a huge scenario so be prepared for an immense battle. May the best side win!

Front: Normandy. Armies: German / US. Date: June 1944. Players: 2-4.

Battlefield and Deployment

The booklet shows the battlefield as three rows of terrain tiles. The top row (tiles OB1-B, OB2-B and OB3-B) is the German Deployment Zone, split into German Group A (left) and German Group B (right). The middle row (tiles OB6-B, OB4-B and OB5-B) is the centre. The bottom row (tiles C1-B, C3-A and C2-A) is the American Deployment Zone, split into American Group A (left) and American Group B (right). The booklet marks the elements A-01, B-01 and C-01 on the top row as shown in its diagram. The exact placement is shown in the diagram and is not reproduced as text here.

Recruitment of the Armies

  • Group A - 495 points (American).
  • Group B - 550 points (American).
  • Group A - 415 points (German).
  • Group B - 470 points (German).

The booklet's army card art lists the groups of each side (for example a Tank Platoon and US Rangers group in American Group A, a Field Command and Rifle Platoon in American Group B, a Divisionstab and Panzer group in German Group A, and a Feldkommando and Festungskompanie group in German Group B). The individual card titles and values are too small to read reliably at the booklet's resolution, so they are not transcribed here. Consult the printed booklet for the exact card list.

SOLO MODE: The AI can play with either side in this scenario. Two players can team up against the AI.

Preparation and Conditions

Preparation is the same as for "Little River of No Return".

The game lasts for 10 Turns.

  • Each player takes one group (A or B) of their side.
  • Each player deploys in their respective deployment zone (A or B).
  • American group A has Initiative.
  • The German players deploy first. They place the defensive positions and haystacks anywhere in their deployment zone.
  • Each player draws 3 Action Cards.

For rules pertaining to scenarios with more than 2 players, see p.08 of the CORE BOX scenario booklet. Players draw 4 Action Cards if only two people go up against each other in this scenario.

Victory Conditions

Victory conditions and rules for capturing Kraiss are the same as in "Little River of No Return".

Be the best! Players keep tally on paper and/or obtain the opponent's recruitment tile anytime they score victory points.

  • The capture of Dietrich Kraiss is worth 50 victory points.
  • Control of the Primary Objective is worth 30 victory points.
  • Control of a Secondary Objective is worth 20 victory points.

At the end of the game, players on the winning side compare their points total. The victorious player with the highest score is declared elite commander, the best of the best, the cream of the crop... Three cheers for the chief.

Icon Summary

The booklet's final page is a quick-reference icon summary. It is transcribed as printed. Where its wording differs from the full rules above, both are kept. Differences are noted in-line; the booklet does not say which governs.

5.1 - Terrain Effects (p.18-19)

  • Universal Defensive Bonus (p.04). Every unit, whatever their defense type, benefits from this Defensive Bonus.
  • Directional Defensive Bonus (p.04). This Defensive Bonus is applied only if the shot crosses the top edge of the Terrain Element, coming from the direction indicated by the icon.
  • Hole (p.04). Infantry Units inside this Terrain Element do not block the Line of Sight of units outside the element, however they do block LoS for other Infantry Units in the same element.
  • Stress (p.04). Put a Suppressed Marker on any unit that ends its Movement Action within a number of squares equal to the value printed in the icon of the Terrain Element and that has a clear Line of Sight to the element.
  • Bunker (p.04). Bunkers cannot be Destroyed and Infantry Units can never enter through their windows.
  • Contour Line (p.04). A red contour line is one that separates two areas of different elevation.

6 - Special Abilities (p.07-08)

6.1 - Movement Special Abilities (p.07)

  • Urban Fighter (p.07). Once and only once per Movement Action, the unit may enter or exit a building through an opening identified by a white arrow.

6.2 - Firing Special Abilities (p.07/13)

  • Double Fire (p.07). When this unit is activated, it may take two Firing Actions against two different targets. (Note: section 3.2 above says the unit "may not fire twice at the same target" and "Make a separate roll against each target". Both are transcribed as printed.)
  • Endless Grenades (p.07). Sam Fueller has grenades for the whole battle.
  • Hawkeyed (p.07). When this unit makes a Firing Action, it ignores the long range penalty.
  • Anti-Aircraft (p.13). Units with the Anti-Aircraft Special Ability can Fire at an Aircraft Unit, even if that Aircraft Unit does not have a Numbered, or Special Order Token placed on its Recruitment Tile. Always add any bonus (+1, +2,...) shown next to the AA Special Ability, to the die roll.

6.3 - Defense Special Abilities (p.07)

  • Substitute (p.07). This unit can suffer Hits in place of a Heavy Weapon unit (outlined in red) within 2 squares provided it has a LoS (obscured or clear) to it.

6.5 - Command Special Abilities (p.07-08)

  • Barrage Order (p.08). Instead of activating this unit, you may activate up to 3 Heavy Weapon units within 3 squares that have the exact same name. It must have a clear or reduced LoS to each of them. (Note: section 3.4 above says the unit with the Barrage Order gives an Order Token, cannot take another action while directing, and the Heavy Weapon units may take a Firing Action during its Activation. Both are transcribed as printed.)
  • NCO (p.08). When Activated in the Order Phase, this unit may immediately remove 1 Suppressed Marker from another unit within 3 squares. It must have a clear LoS to the unit it is helping. (Note: section 3.4 above says "before Firing or Moving".)
  • Smart (p.07). This unit increases your hand size by 1 Action Card.

6.6 - Other Special Abilities (p.08)

  • Engineer (p.08). Units with this Special Ability may use and activate gear or Terrain Elements that have the same symbol.
  • Minesweeper (p.08). The unit with this Special Ability does not need to roll a die when entering a square adjacent to one or more Mine counters. If the unit moves through more than one mined square, it may not use this Special Ability.
3 (2)
4
8
4 tiles, 4 Landing Craft
3
4
4 (3)