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Heroes of Normandie: Gazette #7 thumbnail

Heroes of Normandie: Gazette #7

Expansion for Heroes of NormandieExpansion for Heroes of Normandie: Carentan

Heroes of Normandie: Gazette #7 Rulebook

Table of Contents

Table of Contents

  • Scenario 1 - The Breach (D-Day 7:38 AM)
    • 1- Battlefield Set Up and Deployment for Both Scenarios
    • 2- Recruitment of the Armies
    • 3- Preparation
    • 4- Gameplay
    • 5- End of Game and Victory
  • Scenario 2 - Place Your Bets (D-Day 8:31 AM)
    • 1- Battlefield Set Up and Deployment for Both Scenarios
    • 2- Recruitment of the Armies
    • 3- Preparation
    • 4- Gameplay
    • 5- End of Game and Victory
  • Scenario 3 - Counter Attack (D-Day 3:13 PM)
    • 1- Battlefield Set Up and Deployment for Both Scenarios
    • 2- Recruitment of the Armies
    • 3- Preparation
    • 4- Gameplay
    • 5- End of Game and Victory

Scenario 1 - The Breach (D-Day 7:38 AM)

Thanks to Colonel Dawson, the two landing boats of the 1st BFMC arrived on the French beach first. It is 7:30am when they stop on the beach. The commando now needs to reach the old summer camp. To do that, they need to go through a breach in the defense which includes a bunker, a cannon and a mine field.

1- Battlefield Set Up and Deployment for Both Scenarios

You need to have the following expansions in order to play this scenario: D-Day, Commonwealth army box and Gazette #1 (Achtung Minen).

Terrain tiles, as printed on the scenario map: DD1-A / DD2-A / DD3-A on the beach row, and C1-A / C4-A / DD5-B on the second row.

2- Recruitment of the Armies

French (Philippe Kieffer, Le Pacha): Kieffer 40, with Grenade (X3) 5.

French (Commandos, 1er Bataillon de Fusiliers Marins - N°1 Commandos): the commandos group with a star leader, printed as 115 in total, and its units: Commandos 75, Semper Primus (X3) 25, Minesweepers 10, Section K-Gun 65.

German (Festungskompagnie, 352nd Infantry Div. RGT 916): Defense Group 45, 10.5 cm LeFH 40, Ammo (X3) 10, printed as 70 in total with an Ob. Derb leader group.

3- Preparation

Build a 40 cards deck for each army.

Place 1 main objective and 8 Mines markers.

The German player deploys first in his deployment zone. He must place his gun in the defensive position as shown on the plan.

The French units will enter the board by the 4 boxes labeled LCI (Landing Craft Infantry), following the arrows, with an Order or in the Supply phase.

The French player has the initiative. Place the corresponding marker on space 1 of the turn counter.

Each player draws 4 cards.

4- Gameplay

This game lasts 6 turns.

The French player has three objectives:

  1. He must destroy the gun.
  2. He must control the bunker.
  3. He must sweep (discarding) at least 5 Mines markers.

5- End of Game and Victory

French minor victory: The French player completes 2 of his 3 objectives before the end of turn 6.

French major victory: The French player completes his 3 objectives before the end of turn 6.

German minor victory: The French player completes only 1 of his 3 objectives before the end of turn 6.

German major victory: The French player completes none of his 3 objectives before the end of turn 6.

Scenario 2 - Place Your Bets (D-Day 8:31 AM)

After a few minutes of rest, the 1st BFMC goes back on the offensive. Target, the casino... Laurent comes back from surveying the area, "Pacha, it is worse than expected, the casino is set up like a huge Bunker! Gosh, what are we going to do?" he said to Kieffer. "Our job. Let's go to work kids! Let show'em what the French can do in battle!" answers Kieffer.

1- Battlefield Set Up and Deployment for Both Scenarios

You need to have the following expansions in order to play this scenario: Carentan, Commonwealth army box.

Terrain tiles, as printed on the scenario map: C5-B / C4-B - CA2-A / CA4-A.

2- Recruitment of the Armies

French (Philippe Kieffer, Le Pacha): Kieffer 40, with Veteran (X3) 15.

French (Commandos, 1er Bataillon de Fusiliers Marins - N°1 Commandos): the commandos group with a star leader, printed as 115 in total, and its units: Commandos 75, Excelsior Welbike (X1) 5, Grenade (X3) 5, Section K-Gun 65.

French (Laurent Duclos, Vieille France): Laurent Duclos 25, with Knife (X1).

German (Grenadier-Regiment 1058, 91. Luftlande-Infanterie-Division): MG42 Group 55 and a group led by Oberleutnant Hans Dickel, printed as 70 in total; Grenade (X3) 5.

German (Artillerie Batterie, 91. Luftlande-Infanterie-Division): Oberleutnant Wilfried Thaler group, printed as 65 in total, with the Flak 38 and Gunners; Ammo (X3) 10.

3- Preparation

Build a 40 cards deck for each army.

Place 1 main objective.

The German player deploys first in his deployment zone. He must position his Flak 38 in the bunker as shown on the plan. This unit will not be able to leave its position.

The French units will enter the board by the squares marked with a blue arrow, with an Order or in the Supply phase.

The French player has the initiative. Place the corresponding marker on space 1 of the turn counter.

Each player draws 4 cards.

4- Gameplay

This game lasts 6 turns.

The French player must destroy the Flak 38 and control the objective before the end of turn 6.

Turn 3: If Kieffer gets out of the board during the turn 3, he returns in the turn 4 with a Sherman tank. They enter through the square marked with a red arrow, with an Order or in the Supply phase.

Turn 4: The Germans are reinforced with a 10/5 SdKfz. It enters by the square marked with a gray arrow, with an Order or in the Supply phase.

5- End of Game and Victory

French victory: The French player completes his 2 objectives before the end of turn 6.

German victory: The French player doesn't complete his 2 objectives at the end of turn 6.

Scenario 3 - Counter Attack (D-Day 3:13 PM)

Lord Lovat arrived at 12:32 pm, two minutes late, he apologized for it. But the rest of the commandos are still on the road to the bridge. Later that afternoon, the 21st Panzer started a counter-attack on the British defenses of the bridges of Bénouville and Ranville! The French, who bring up the rear, still have not arrived at the bridges!

1- Battlefield Set Up and Deployment for Both Scenarios

You need to have the following expansions in order to play this scenario: Commonwealth army box, Lord Lovat Blister pack, Peasus Bridge [sic: Pegasus Bridge] and German Reinforcement (21e PZR).

Terrain tiles, as printed on the scenario map: PB2-A / C2-B / C6-A - PB3-B / C1-A / C3-A - PB6-B / PB1-A / PB5-B - C3-B / C5-B / C4-B.

The British deployment zone 1 is marked on the map (on PB2-A). The British deployment zone 2 is marked on the map (on C5-B).

2- Recruitment of the Armies

The recruitment is printed as army card art on the scenario page. The British side is Field Command (Lord Lovat, First Special Service), Commandos (First Special Service - n°2 Commandos), Oxfordshire & Buckinghamshire Light Infantry, Pathfinders (22nd Independent Parachute Company), and the Reinforcement group (Philippe Kieffer, Laurent Duclos and Commandos 1er Bataillon - n°4 Commandos). The German side is GE Panzergrenadiere (1. Bataillon, 21 PzDiv RGT 125), Panzer-Aufklärung (21 Panzer Div Abteilung 21, with the Ludwig Scharfschütze card), Panzergruppe (1 Bataillon, 21 Pz Div RGT 22) and the Feldkommando (Wilhelm "Ali" Schelling). The printed group totals and card values are not transcribed here.

3- Preparation

Build a 40 cards deck for each army.

Place 2 main objectives. The German main objective is considered as neutral.

The two players secretly distribute their units into two groups (Group 1 and Group 2).

The English player deploys his groups in their respective deployment zone. Group 1 in zone 1, group 2 in zone 2.

The German player has the initiative. Place the corresponding marker on space 1 of the turn counter.

He will enter the units of his group 1 on the board by the squares marked with a black arrows, with an Order or in Supply phase and those of group 2 by the squares marked with a gray arrows.

Each player draws 4 cards.

4- Gameplay

This game lasts 8 turns.

Player controlling the two objectives at the end of turn 8, wins the game.

Turn 4: The English player can bring his reinforcements with an Order or in the Supply phase, by the squares marked with a blue arrows.

If a unit exits through a box marked with a green arrows it is set aside and receives 2 Suppressed markers if it is an infantry or a heavy vehicle and 1 Suppressed marker if it is a light vehicle. These markers are removed as usual. Once a unit no longer has a Suppressed marker it can enter either of the board by any box marked with a green arrow.

Units with Indirect fire special ability can shoot from one board to another. The dispersion is then increased by 1 interspace.

Game ends at the end of turn 8.

5- End of Game and Victory

Victory: Player controlling the two objectives at the end of turn 8, wins the game.

If no player controls both of them, the player who scored the most victory points by destroying enemy units wins the game. Controlling one of the two bridges brings a bonus of 25 victory points.