Heroes of Normandie: Gazette #8
Heroes of Normandie: Gazette #8 Rulebook
Table of Contents
Table of Contents
Scenario 1: Ambush at the Croix Haute Pass
"Fall in men!"... Captain Pierre Tanant spoke with a clear voice: "The Germans have taken the Northern side of the plateau... But we won't let those Nazis get away with it! We are on our turf here!!! An enemy convoy is heading towards Grenoble. We shall prevent it from reaching its destination as we shall destroy it here, at the Croix Haute pass. Get ready to move out!" Lieutenant Vernon Hooper, the military advisor commissioned to train the resistants, acquiesced: "The moment we have been waiting for has finally arrived. We shall join you, Captain..."
Scenario 1: Battlefield and deployment
Core Box, German Army Box, blister pack 1ST SS Panzer Division and Civilians under Fire are necessary to play this scenario.
Use US or Commonwealth order tokens and dice if you do not have the FFI versions.
Scenario 1: Composition of the armies
Recruitment cards as printed (point values shown on each card):
FFI:
- Capitaine Pierre Tanant, Chef d'État-Major Indomptable: 30 points.
- Maquisards, Les Héros du Vercors: SOE Agents, 85 points; Maquisards, 55 points; Heroic card (X3), 30 points.
German:
- Feldkommando, Major Jacob Hanreich: Konvoi, 50 points; Reichsveteran, 15 points.
- SS-Panzergrenadiere, Leibstandarte SS AH: SS Panzergrenadiere, 60 points; Grenade (X3), 5 points; SdKfz 251/1, 30 points; group total, 90 points.
- Julian Krause, Dum Dum Krause: Zundapp MG42, 25 points; card total, 40 points.
Unit-level detail (individual squads and groups on each card) is shown in the printed card art; this transcription lists the card names and points as printed.
Scenario 1: Preparation
- The FFI player uses the US or Commonwealth card deck.
- Remove from this deck: Don't stop, Hit and Run, It bounced right off it, Precision, Ram, Repairs, Resupply, Speed set up, Surprise, as well as all Artillery and Aviation cards.
- Remove from German deck: Bogged down, Booby trapped, Precision, Ram, Repairs, Return to sender, Speed set up, Surprise, Weak Point, as well as all Artillery and Aviation cards.
- The FFI player may deploy anywhere on the map.
- The German player has the initiative. Position the corresponding marker on Turn 1.
- Each player draws 4 cards.
Scenario 1: Particular information
- This game is played in 6 turns.
- The German troops enter in Turn 1 through the squares with red arrows. Units either move with an Order in the Activation phase or without during the Supply phase.
- The German player must succeed in getting at least 3 vehicles off the map through the exit squares denoted by blue arrows before the end of Turn 6.
Scenario 1: Victory conditions
- German Victory: The Germans win if they succeed in getting at least 3 vehicles off the map, through the exit squares denoted by blue arrows, before the end of Turn 6.
- FFI Victory: The FFI win if the Germans fail to get at least 3 vehicles safely off the map before the end of Turn 6.
Scenario 2: Valchevrière
"Oberst Schwehr, we have been informed about a Resistance rear support base at Valchevrière. The enemy could launch an offensive from that location or even attack us from behind. Your troops have been selected because of the topography of the region. You are free to do whatever it takes in order to obliterate this menace!"
Scenario 2: Battlefield and deployment
Core Box, FFI punchboard or Civilians under Fire are necessary to play this scenario.
Use US or Commonwealth order tokens, dice and grenades if you do not have the FFI versions.
Scenario 2: Composition of the armies
Recruitment cards as printed (point values shown on each card):
FFI:
- Capitaine Pierre Tanant, Chef d'État-Major Indomptable: 30 points.
- Maquisards, Les Héros du Vercors: FFI Squad, 50 points; Maquisards, 55 points; Grenade (X3), 10 points.
German:
- Reserve Gebirgsjäger Regiment 1, Reserve Division 157: Gebirgsjäger, 50 points; Ammo (X3), 10 points; group total, 80 points.
Unit-level detail (individual squads and groups on each card) is shown in the printed card art; this transcription lists the card names and points as printed.
Scenario 2: Preparation
- The FFI player uses the US or Commonwealth card deck.
- Remove Return to sender from this deck.
- Remove from both decks: Bogged down, Don't stop, Hit and Run, It bounced right off it, Precision, Ram, Repairs, Speed set up, Weak Point, as well as all Artillery and Aviation cards.
- The FFI player deploys anywhere on the map except in the red zone.
- The German player has initiative. Position the corresponding marker on Turn 1.
- Each player draws 4 cards.
Scenario 2: Particular information
- This game is played in 6 turns.
- The German troops enter in Turn 1 through the squares denoted by red arrows. Units either move with an Order in the Activation phase or without during the Supply phase.
- Eliminated German units may reappear through the squares denoted by red arrows.
- Starting at Turn 3 and during later turns they may also return through the squares with blue arrows. Units either move with an Order in their next Activation phase or without during their next Supply phase.
- The German player must be in control of at least 1 of 2 objectives at the end of Turn 6.
- A player controls an objective if only friendly units and no enemy troops are adjacent to it.
Scenario 2: Victory conditions
- FFI Victory: The FFI win if the Germans control neither of the 2 objectives at the end of Turn 6.
- German Victory: The Germans win if they control at least 1 objective at the end of Turn 6.
Scenario 3: The Black Wings
"Ever more enemy units are converging on the region. After the bombardment, glider planes have flown in to drop off Nazi troops on the plateau. Most likely the first German paratroopers entered Vassieux. We must regain control of that town, at least to buy enough time to evacuate the civilians who are present there. In short order, when our men are ready, we shall launch an offensive. Let's hope no more German reinforcements are due any time soon."
Scenario 3: Battlefield and deployment
Terrain tiles: C1-A, C2-A, CA1-A and CA3-A.
Core Box, Civilians under Fire and Carentan expansion are necessary to play this scenario.
Use US or Commonwealth order tokens and dice if you do not have the FFI versions.
Scenario 3: Composition of the armies
Recruitment cards as printed (point values shown on each card):
FFI:
- Capitaine Pierre Tanant, Chef d'État-Major Indomptable: Garde d'honneur, 25 points; card total, 30 points.
- Maquisards, Les Héros du Vercors: SOE Agents, 85 points; Maquisards, 55 points.
- FFI, Giselle Luceau "Sandy": FFI Squad, 50 points; card total, 80 points; Heroic (X3), 30 points; Laffly W15 TCC, 20 points.
German:
- Fallschirmjäger, Fallschirmjäger Regiment 6, II. Bataillon: Aufklärer, 50 points; Grenade (X3), 5 points; Scharfschützen, 15 points; Camo (X3), 10 points; group total, 110 points.
- Fallschirmjäger, Fallschirmjäger Regiment 6, III. Bataillon: Gotha 242 Glider, 15 points; Veteran (X3), 15 points; Flak 38 Quad, 30 points; group total, 105 points.
- Emil Preischkat, Grumpy Warrior: Ammo (X3), 10 points; card total, 35 points.
Civilians:
- Alexandre Renaud, Happy Mayor: 10 points.
- Bernard Ferrand, Armoured Priest: 35 points.
- The remaining civilian units are shown in the printed card art.
Unit-level detail (individual squads and groups on each card) is shown in the printed card art; this transcription lists the card names and points as printed.
Scenario 3: Preparation
- The FFI player uses the US or Commonwealth card deck.
- Remove from US deck: Bogged down, Precision, Ram, Repairs, Resupply, Speed set up, Weak Point, as well as all Artillery and Aviation cards.
- Remove from German deck: Don't stop, Hit and Run, It bounced right off it, Precision, Ram, Repairs, Return to sender, Speed set up, as well as all Artillery and Aviation cards.
- The FFI player deploys the civilians first in the red zone. The German player then deploys in the same zone.
- The FFI player has initiative. Position the corresponding marker on Turn 1.
- Each player draws 4 cards.
Scenario 3: Particular information
- This game is played in 8 turns.
- Even though civilians can usually stack together in one square, they are not allowed to do so in this scenario.
- The FFI troops enter no sooner than Turn 2 through the squares denoted by blue arrows. Units either move with an Order in the Activation phase or without during the Supply phase.
- The German glider enters the game in Turn 4. It is positioned on a square next to and facing one of the red arrows where it will unload the Paratroops and the Flak Quad.
- The goal for both players is to score the most Victory Points by destroying enemy units. Alternatively VP can be gained or lost as follows:
- Any time either player eliminates a Civilian unit with combat values X/X/X they lose 1 point as a penalty. This is not the case for the Civilian unit with the "Objective" trait.
- The German player receives 5 points for liquidating the Civilian unit with the "Objective" trait, however, these 5 points go to the French player instead if the unit survives the battle.
- The German player scores 1 point for dispatching any Civilian unit with combat values other than X/X/X.
- The player who controls the large building in the lower right corner of tile CA3-A at the end of Turn 6, scores 10 points.
- The player who controls any other building at the end of Turn 6, scores 5 points. No points are awarded for controlling the Ruins.
- A player is in control of a building when only friendly troops and no enemies are inside.
Scenario 3: Victory conditions
- The player with the most Victory Points at the end of Turn 8 wins the game.
Scenario 3: Special rules
Classified.
Climber
- This unit can move into squares that have the Wall symbol. These squares are considered Difficult Passages for it, so the unit must stop each time it enters a square.
- If you use the Surprise card or use the Urban Fighter ability, the unit can move into an elevated position through a window.
Glider
Restricted to Infantry, vehicles that occupy a single square.
- This option gives you 1 or 2 Glider markers. Each glider has a carrying capacity. A 1-square vehicle uses up all the carrying capacity.
- Vehicles that occupy two squares cannot be transported aboard gliders.
- During deployment, you may position your Glider markers anywhere around the board, putting them next to a square that your transported units can enter.
- Put the units the glider has on board on the glider marker (without exceeding its carrying capacity). If the glider is a piece of gear provided by a recruitment tile, the units must belong to the recruitment tile or to the recruitment tile options to which the Glider option belongs.
- Carried units will be able to enter the battlefield through the square the arrow points at, if they are given an Order token or during a Supply Phase.
- Units in the glider may not fire until they come into play.
- The Order(s) special ability of officers applies, even if they are still in the glider.
- If the glider's exit square is occupied by an enemy unit and no unit already in play can clear the square, you can:
- either give an Order token to one of the units inside the glider and make an assault. If the assault fails, the attacking unit falls back into the glider (if it survived);
- or move out with a vehicle and stay in the exit square to drive out the enemy unit.
- If no unit can assault or there isn't a vehicle in the glider, units in the glider are stuck inside as long as the exit square is occupied.