Heroes of Normandie: Gazette #3
Heroes of Normandie: Gazette #3 Rulebook
Table of Contents
Table of Contents
Scenario 1 - Rendezvous
The big day has barely begun, and it's already a complete mess. The men are scattered to the four corners of Normandy, the divisions are all mixed together, and the equipment is mostly lost.... Winters is rounding up the soldiers he finds along the way. The ragtag group makes its way to the rendezvous point, but the German defenses are finally in place. These first hours are not going to be a walk in the park!
1- Battlefield Setup and Deployment
Terrain tiles: C4-A / C1-B / C5-B - C3-A / C2-A / C6-A.
The tiles are laid out in two rows of three, as printed on the scenario map. The German deployment zone is marked on the map (the target marker in the blue area on the right-hand side). The American player's entry points are the spaces marked with green arrows.
2- Recruitment of the Armies
The recruitment tiles are illustrated on the scenario page. The printed point values are:
- American: the US Paratroopers tile (3rd Platoon 65, Grenade 5 x3, leader 130, two Airborne tiles with no points printed) and William "Wild Bill" Guarnere, Young Hero (30).
- German: the Panzergrenadiere tile (1st Battalion, PzGr Lehr Rgt 902), printed 70, with a Panzergrenadiere card 45, Ammo 10 x3, Grenade 5 x3 and a leader slot.
3- Preparation
Without looking at them, place 2 Bonus tactic markers.
Remove the following cards from both decks: Don't Stop!, Repairs, Precision, It Bounced Right Off It, Weak Point, Hit and Run, Ram, all the Artillery and Aviation cards.
The German player deploys first.
The American player has initiative. Place the corresponding marker on space 1 of the turn counter.
Each player draws 4 cards.
4- Playing the Game
The game lasts 6 turns.
The American player will bring his units into play through the spaces indicated by the green arrows. He cannot have 2 units enter through the same place in the same turn.
The American player's goal is to control the primary objective and one of the two secondary objectives before the end of turn 6.
The game comes to an end if the American player controls these objectives at the end of a Supply Phase.
5- End of the Game and Victory
AMERICAN VICTORY: The American player wins the game if he controls his objectives before the end of turn 6.
GERMAN VICTORY: The German player wins the game if the American player does not control his objectives at the end of turn 6.
Scenario 2 - Carentan, and After That?
Carentan has been taken, but the Germans are launching a counterattack. The first few minutes of fighting seem to give the advantage to the men of Easy Company. Suddenly the rumbling of tanks can be heard. Winters manages to keep the front line cohesive. The orders are clear: "Hold this position at any cost". But for how long?
1- Battlefield Setup and Deployment
Terrain tiles: C1-B / C6-B / C4-B - C3-A / C2-A / C5-A.
The American deployment zone is marked on the map (the target marker in the centre of the map). The German player's entry points are the spaces marked with blue arrows.
2- Recruitment of the Armies
The recruitment tiles are illustrated on the scenario page. The printed point values are:
- American: the US Paratroopers tile (3rd Platoon 65, 60mm Mortar 15, leader 130, a Band of Brothers tile 20, 3rd Platoon 60), Eugene G. "Doc" Roe Sr. (20), William "Wild Bill" Guarnere, Young Hero (30), and the Reinforcements: Sherman M4 (60), M5 Stuart (50) and Oddball, Positive Freak (75).
- German: the Panzergrenadiere tile of the 1st Battalion, PzGr Lehr Rgt 902 (printed 70, with a Panzerschreck Group 50, Grenade 5 x3, Ammo 10 x3 and Panzer IV 65), the Panzergrenadiere tile of the 1st Battalion, PzGr Lehr Rgt 901 (printed 65, with Puma 40, Grenade 5 x3 and Assault Group 55), and the leader Otto (75).
3- Preparation
Without looking at them, place 2 Bonus tactic markers.
Remove the cards Surprise and all the Artillery and Aviation cards from both decks.
Remove the card Precision, Booby-trapped and Return to sender from the German deck.
The American player deploys his troops in his deployment zone.
The German player has initiative. Place the corresponding marker on space 1 of the turn counter.
Each player draws 4 cards.
4- Playing the Game
The game lasts 7 turns.
The German player will bring his units into play through the spaces indicated by the blue arrows.
The German player must control his primary objective before the end of turn 7. Only infantry units can take control of the objective.
Turn 4: The American player's reinforcements come into play through the spaces marked with green arrows.
The game ends if the German player controls his objective at the end of a Supply Phase.
5- End of the Game and Victory
AMERICAN VICTORY: The American player wins the game if the German player does not control his objective at the end of turn 7. It is a major victory if the American player additionally controls his secondary objective. Only infantry units can take control of the objective.
GERMAN VICTORY: The German player wins the game if he controls his objective before the end of turn 7.
Scenario 3 - Run Speirs, Run!
Village of Foy, December 1944. Dike's lack of initiative has nailed his men to the ground, under fire from the Germans hidden in the village. The paratroopers are pinned down in open ground, and the situation threatens to get worse. They really need to relay a workaround order to the other elements of Easy, but those guys don't have a radio, and they are on the other side of the German defense. Speirs volunteers, and rushes to deliver this vital order....
1- Battlefield Setup and Deployment
You must have the Sainte-Mère-Église expansion to play this scenario. You can download the "Haystacks" player aid from our website, or use the tokens from the Fortified Farm expansion.
Terrain tiles: SM1-A / SM2-A / SM3-A - SM4-A / C5-B / C4-A - C2-A / SM6-B / C3-A.
The American deployment zones A and B and the German deployment zone are marked on the map. Winters and Speirs start on the map as indicated on the scenario page, behind the haystacks.
2- Recruitment of the Armies
The recruitment tiles are illustrated on the scenario page. The printed point values are:
- Group A (American): US Paratroopers tile (2nd Platoon 65, 60mm Mortar 20, leader 130, Curahee 20 x3, 3rd Platoon 60), Lt. Ronald Speirs, Crazy Runner (40) with Sprinter 5 x3, William "Wild Bill" Guarnere, Young Hero (30) and Eugene G. "Doc" Roe Sr. (20).
- Group B (American): US Paratroopers tile (Paratroopers 60, Grenade 5 x3, leader Lt. Fred G. Drennan 105, Camo 10 x3, Bazooka Squad 65).
- German: the Panzergrenadiere tiles of the 1st Battalion, PzGr Lehr Rgt 902 (printed 70) and 901 (printed 65), and the Feldkommando tile of Major Hans Gruber (printed 30, with Veteran 15 x3, Ammo 10 x3 and Panzer IV 65), with Ludwig, Scharfschützen (25).
3- Preparation
Without looking at them, place 2 Bonus tactic markers.
Remove the following cards from the American deck: Don't Stop!, Repair, It Bounced Right Off It, Surprise, Hit and Run, Ram, all the Artillery and Aviation cards.
Remove the following cards from the German deck: Precision, Weak Point, Ram, all the Artillery and Aviation cards.
The German player deploys first in his deployment zone. He places 3 of his MG42s in the defensive positions.
The American player deploys the units of group A in deployment zone A, and those of group B in zone B. He places Winters and Speirs behind the haystacks as indicated on the map.
The American player has initiative. Place the corresponding marker on space 1 of the turn counter.
Each player draws 4 cards.
4- Playing the Game
The game lasts 8 turns.
The American player's goal is to transmit the workaround order to the officer of group B, Lieutenant Fred Drennan, before the end of turn 4, then return to report to Winters before the end of turn 8. Fred Drennan cannot go out of his deployment zone. In order to transmit the order, Speirs must be in a space adjacent to Drennan at the end of a Supply Phase. In order to report to Winters, he must be in a space adjacent to Winters at the end of a Supply Phase.
END: If Speirs is killed before the end of turn 4, the German player immediately wins the game.
Turn 4: If Speirs has not transmitted the order at the end of the Supply Phase, the German player wins the game.
END: If Speirs or Winters is killed before the end of turn 8, but Speirs transmitted the order in time, the match is a draw.
5- End of the Game and Victory
AMERICAN VICTORY: The American player wins the game if Speirs has transmitted the order before the end of turn 4 and has made his report to Winters before the end of turn 8.
GERMAN VICTORY: The German player wins the game if Speirs is eliminated before the end of turn 4.
If Speirs is still alive at the end of turn 8, and has transmitted the order in time, but has not made his report to Winters, the match is a draw.
Special Rules
The source heads this section "Classified - Special Rules".
Unstoppable
During his movement action, this unit cannot be targeted by opportunity fire (whether by a card, a defensive position, a special ability...).
NCO
This unit is a noncommissioned officer or has one in it. If the unit has not been activated, it can remove 1 Suppressed marker to another unit within 3 spaces of it.
The NCO must have a Clear or Obscured LoS on the unit he wants to support.
Place an Activated marker on the Sergeant. If the Sergeant has an Order token, he loses it.
Elite Section
This recruitment tile comes with a Special Order token that you add to your Order tokens. You cannot have more than 2 Special Order tokens.
Band of Brothers
A unit from the recruitment tile that has this option receives a bonus to its die roll during a shooting action that uses its combat bonus (and not one from an option).
This bonus is +1 per unit from the same recruitment tile that has a LoS on the target, and is within 2 spaces of the firing unit and this unit must not have been activated this turn.
These units receive an Activated marker.
If the Sergeant has an Order token, he loses it. An ambushed unit does not bring its bonus.
Currahee
This order grants you 3 Curahee tokens.
At the end of the Orders Phase, place the selected token on one of your officers or NCO (Yellow outline). All units up to 3 spaces from this officer receive the bonus.
The officer must have a Clear or Obscured LoS on each of these units.
The Curahee tokens are:
- Double Time: the units get a +1 bonus to their movement action.
- Charge: the units get a +1 bonus to their die roll in an assault, whether attacking or defending.
- Guts: the units within 3 spaces of the officer cannot receive a Suppressed marker.
Discard the token(s) at the end of the Supply Phase.