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______

______

______ The Immutable Rule of Scenarios:


Teams cannot win on Turn 1!
______ Scenario Rules vs. Game Rules?
Any unique scenario rules supersede the game's original rules!
______
! Set up each scenario as follows. See Quick Setup on Rulebook p.2.
______ Terrain Tiles: Place these tiles as shown on the scenario's map.
Composition: Give the American and German players the
______ recruitment tiles and options shown.
- Some scenarios provide army points and allow players to build
______ custom armies. See Rulebook p.5.
!
______ ' Battlefield and Deployment Zones: Place terrain overlays,
objectives, bonus tactics, and any other tokens as shown on the map.
Each team deploys units in the squares marked as deployment zones.
______
! Action Cards: Give all American action cards to the American player
and all German action cards to the German player. Then, search each
deck for the cards listed here and remove those cards from the decks.
Shuffle the other cards to form each player's deck.
______

______ Useless Action Cards?


If an action card cannot be used in a scenario, then discard that
card when drawn, and immediately draw a new card.
______
For example, the card Surprise! allows a unit to enter a building
– through an opening. This card is useless in a scenario with no
buildings, so replace it when drawn. However, if a scenario's
buildings have all been destroyed, then you could have played the
card at some point, so do not replace the card.

Unofficial Rewrite Acknowledgments First Initiative: Place the Initiative Marker on Turn 1 with the
Editor: Dean Ray Johnson / dreamshade @ BoardGameGeek American or German side up. In some scenarios, the players randomly
decide which player has initiative on Turn 1.
Dean Says Thanks to:
- Mezike @ BGG for research and questions Turn Counter: Place event markers and the End Marker as shown on
- Niclas Willberg / xSuperioRx @ BGG for the Unofficial FAQ thread the scenario's Turn Counter.
- Genesteal28 @ DevilPigGames Forum for the HoN Token Guide Setup: The player with initiative always deploys all units first. Read
- Axel @ DPG forums for research and questions this text for any unique rules that supersede the game's usual setup
- Lewis Karl / pisqueeter @ BGG, KITUP @ DPG forums, and rules.
Nostradunwhich @ DPG forums for proofreading and feedback
Heroes system tactical scale™ , Heroes of Normandie™ , all images and illustrations, and the
Gameplay: Scenario text describes what occurs during the battle's
Devil Pig Games™ logo are properties of Devil Pig Games Ltd. events, as well as any other unique scenario rules.
No commercial use is allowed without Devil Pig Games authorization.
© Devil Pig Games 2014 Goals and Victory: This describes how one team wins the battle.
Some scenarios can end in a draw.
All copying of pictures and text assumed to be performed under fair use for non-profit works.
Rewrite based on official rules v1.2b.
Victory! Check all goals during the Victory Conditions
step of the Supply Phase—including control of objectives
and bonus tactics! See Rulebook p. 6.
Control! An objective or bonus tactics is controlled if one
team—and only that team—has a unit adjacent to it!
See Rulebook p. 1 5.
Disarray! If a team cannot give an order during the
Activation Phase, because it has no order tokens or units,
it cannot win the battle!
Team-specific Objectives! Any team can take control of
a common objective. Only one team can take control of a
team-specific objective—the team shown on the
objective! Enemy units can still prevent control of a team-
specific objective by placing a unit adjacent to it!

2
William, a guy from Brooklyn, strolls through the Normandy countryside with a reconnaissance unit from the 4th
infantry. As the troop emerges from a small grove, William spies movement a little farther afield. He points to a
descending parachute and the spy hanging lifelessly from it.
Wilhelm, a guy from Munich, is driving the Panzer Lehr with his buddies. He spots the Americans downfield, along with the descending body.
When a bunch of average guys bump into each other at the end of a long day, they'd normally meet for a few beers and a bar brawl. This
time, they'd prefer to trade blows over the spy's briefcase, which must contain something ultra-mega-top secret...

Army Composition and Battlefield

Action Cards:
Remove the following cards:
Weak Point, Precision, Panzerfaust
(American deck only), Bogged Down,
It Bounced Right Off It, Hit and Run,
Ram, Booby-trapped (German deck
only), Don't Stop!, Repairs,
Surprise, all Airstrikes and Artillery
First Initiative:
Determine randomly (Randomly
place the I nitiative M arker with
either side up)
Setup:
Deploy units normally.(The player
with initiative deploys all units in
that team's deployment zone. Then,
the opponent deploys all units in
the other deployment zone.)
Place five damage markers
on the map as shown, each
on an intersection between
four squares.
Briefcase: An infantry unit may pick up the
briefcase (the objective) when it ends its
movement on an adjacent square. If that unit is
destroyed, it drops the briefcase on any
Units with Scout 3 can deploy up to adjacent intersection.
3 squares from the deployment zone!
Vehicles cannot pick up the briefcase, but
they can transport an infantry carrying the
Turn 2—End of Supply Phase: The parachute touches briefcase.
down! Roll a die. Place a Primary Objective on the
intersection matching the die roll's damage marker, then Goals: Move a unit off the far edge of the map
remove all damage markers from the map. (containing that team's deployment zone) while
carrying the briefcase.
Turn 3—Beginning of Supply Phase: - Victory: Either team takes the briefcase off
Reinforcements arrive! The Americans of the map.
deploy a Halftrack M3A1, and the - Draw: Neither team achieves victory before
Germans deploy an SDKFZ 251/1, each the battle ends on Turn  6. The documents are
in the teams' own deployment zone. destroyed by the rain.
The player with initiative deploys first.
This vehicle may move during this
Supply Phase.

At the end of an infantry's


movement, it may enter an
adjacent Transport!
Transported units may
receive order tokens and
fire from the Transport!
See Rulebook p. 1 8.

3
General Raymond O. Barton's dog, Rex, decided that he was fed up with the slop in the officers' mess tent and run
from camp. A small force of "officially appointed volunteers" has been sent to retrieve the AWOL canine. Problem is,
that damned mutt's trail leads toward German lines…
Army Composition and Battlefield

Action Cards: Remove the following cards: Weak


Point, Precision, Bogged Down, It Bounced Right Off It,
Hit and Run, Ram, Don't Stop!, Repairs, Surprise,
Booby-trapped (German deck only), Geballte Ladung
(German deck only), Panzerfaust (American deck
only), all Airstrikes and Artillery
First Initiative: Americans (Initiative Marker starts
American side up)
Setup: Units may not use the Scout ability. (All
units must be deployed in a deployment zone.)
The American player deploys all units except for the
Willys .50 Cal vehicle.
The German player places all units off of the map.
Deploy an MG  Nest where shown on the map.
German Patrol: Units off of the map cannot fire and
cannot move during the Supply Phase.
To enter the map, place an order token on a unit
and give it a movement order. Moving onto the
map, where marked by blue triangles, counts as
1  square of movement. On its order number, a unit
may move 0 squares and remain off the map.
Turn 2—End of Supply Phase : Rex
appears! Roll a die. If the roll is 6, then
Rex appears at the end of the next
Supply Phase. Otherwise, deploy Rex at
the square on the map matching the roll.
Rex cannot be targeted or hit in any way.
Turn 3—End of Supply Phas e: The
dogcatcher's van arrives! Deploy the Willys .50
Cal in the American deployment zone.
Random Movement: Rex moves immediately when
deployed. Place a blast pattern on Rex's square, then
roll a die. Loud Noises: If a German unit within 4 squares of Rex fires a
1–4: Rex moves in the direction matching the blast's shot, the American player rolls a die and moves Rex that many
dispersion direction. Roll another die and move Rex squares, moving as far as possible away from the unit that took
that many squares in a straight line. the shot. If an American unit within 4 squares fires a shot, then
5–6: Rex doesn't move. the German player rolls and moves Rex.
- Rex ignores difficult passage and - If Rex is attached to the unit that fires, place a blast
impassable  terrain symbols. pattern and roll a die to determine Rex's direction. The
- Rex cannot move through German vehicles or off German player then rolls to determine Rex's distance.
map edges. (He stops moving.) - Rex doesn't react to assaults.
- If Rex enters an American unit's square (including American Goals: Lead Rex off the map from any square in the
the Willys .50 Cal), he attaches to the unit, moving American deployment zone.
wherever it moves.
- Rex can pass through or stop on German infantry, - American Total Victory: Rex leaves the map, and the
but he detests the Germans' smell and won't follow Americans score at least 8 victory points.
them. - American Minor Victory: Rex leaves the map.
- Draw: Rex leaves, but the Germans score at least 10
Beginning of Each Supply Phase: If Rex doesn't victory points.
have an order token, then he moves randomly again. - German Minor Victory: Rex doesn't leave before the
Each Order Phase: Here, boy! If an American unit is battle ends on Turn 7.
within 4 squares of Rex, then the American player may - German Total Victory: Rex doesn't leave before the battle
place an order token on Rex. On that order number, ends on Turn 7, and the Germans score at least 10 victory
roll a die, and move Rex that many squares toward points.
the closest American unit.

4
Why has High Command ordered us to hold this miniscule speck, way out in the middle of nowhere? No sane person
could objectively respond to that question. They probably also couldn't explain why the German command issued
the same order. Looks like the grunts will have to find the answer—by iron and fire!

Army Composition and Battlefield

Action Cards: Remove the


following cards: Precision,
Surprise, Booby-trapped
(German deck only), all
Airstrikes and Artillery
First Initiative: Determine
randomly (Randomly place the
Initiative Marker with either
side up)
Setup: Deploy units normally.
(The player with initiative
deploys all units in that team's
deployment zone. Then, the
opponent deploys all units in
the other deployment zone.)
Plant the Flag: Vehicles
cannot take control of the
objective.

Goals: Use an infantry to take control of the


objective. (An objective or bonus tactics is
controlled if one army—and only that army—has
a unit adjacent to it. See Rulebook p.15.)
- Victory: During the Supply Phase, either
team controls the objective with an infantry.
- Draw: Neither team controls the objective
before the battle ends onTurn 6.

Tips!
After Turn 1, either team can take control of
the objective. Don't be caught sleeping if the
enemy rushes the target!
The team with initiative moves first during
the Supply Phase, followed by the opposing
team. This could allow the opposing team to
move and take control of the objective—
without giving the other team a chance to
respond!
A team cannot take control of an objective if
the opposing team has a unit adjacent to it.
Vehicles can't capture the objective in this
scenario, but they can park on the objective
to block control by the other team!
Vehicles can push infantry aside! See Vehicle
Movement / Pass Through Infantry on
Rulebook  p.9.

5
A point man from from the 4th Infantry Division has located a warm, comfortable cottage out in the
country. It's a fine spot to make camp for the night. But as the point man turns down the beds, a
German patrol arrives and inquires about vacancies...

Army Composition and Battlefield

Action Cards: Americans


remove the following cards:
Weak Point, Precision, Ram,
Panzerfaust, Bogged Down, all
Airstrikes and Artillery
Germans remove the
following cards: Hit and Run,
It Bounced Right Off It,
Repairs, Precision, Ram,
Don't Stop!, all Airstrikes
and Artillery
First Initiative: Americans
(Initiative Marker starts
American side up)
Setup: The Americans deploy
first. Deploy the Recon Team
in the building as shown, with
the concealed side up.
Tough Ol' Barn: The building
cannot be destroyed.

Don't look at bonus tactics tokens when placing them!


See Bonus Tactics on Rulebook p. 1 6.
Give each team the equipment tokens shown on their
options! See Equipment on Rulebook p. 1 8.

German Goals: Take control of the building. The Germans must have a unit inside, with no
American units inside.
- German Victory: The Germans control the house during any Supply Phase.
- Draw: No units are in the house when the battle ends on Turn 6.
- American Victory: An American unit remains in the house when the battle ends on Turn 6.

6
!
The 4th Infantry Division has orders to plant
explosives on a German headquarters. Enemy fire
forced the platoon to split up, with one team
detouring west and the other team escaping east. Army Composition and Battlefield
Both teams have reached the HQ, but one team now
stares dumbfounded at a detonator with nothing to
detonate, while the other team wonders how to
safely ignite dynamite without a detonator. If the two
teams meet at the target, then perhaps the Germans
will graciously allow them to reconnect the wiring?
Action Cards: Remove the following cards:
Speed  Setup (American deck only), all Airstrikes and
Artillery
First Initiative: Germans (Initiative Marker starts
German side up)
Setup: The Germans deploy first.
The Americans deploy Clint, the Greyhound, and
the Bazooka Squad in the west deployment zone.
One infantry in this group carries the dynamite.
Deploy all other American units in the east
deployment zone. One infantry in this group carries West West West East East East
the detonator.

German HQ: The building cannot be American Goals: Prepare the explosives by placing the
destroyed. detonator, dynamite, and an American infantry (or hero)
inside the HQ. It doesn't matter if any German units are
Dropped Explosives: If a unit is destroyed still inside the HQ!
while carrying the dynamite or detonator, it
drops the token on any adjacent intersection. - American Victory: Detonate the explosives during
An American infantry may pick up the item any Supply Phase (during the Victory Conditions step).
when it ends its movement on an adjacent - German Victory: The HQ is still intact when the
square. Germans cannot pick up these tokens. battle ends on Turn 6, or all American infantry are
destroyed.

7
The 4th Division's advanced guard has crossed paths with a line of
Army Composition and Battlefield
Panzer Lehr armored units. The Allies have sent tanks to reinforce the
guard, but the Germans are all over the countryside, hiding in the
hedgerows with anti-tank weaponry. Still, the Allies must advance! The
Americans must push their tanks as far ahead as possible to meet the
advanced guard—preferably with fresh supplies!
Action Cards: Americans remove the following cards: Weak Point,
Precision, Ram, Surprise!, Panzerfaust, Bogged Down, all Airstrikes
and Artillery
Germans remove the following cards: Hit and Run, Ram, Make It or
Break It, It Bounced Right Off It, Surprise!, Repairs, Precision,
Booby-trapped, all Airstrikes and Artillery
First Initiative: Americans (Initiative Marker starts American side up)
Setup: Place bonus tactics in the squares shown (not at
intersections).
The American player deploys all units off of the map.

Zone 3 Zone 2 Zone 2 Zone 1 Zone 1 Zone 2

The Germans deploy Hans Gruber and the Bonus Tactics: When a American heavy vehicle enters a square with
Assault Group in Zone 1 as shown. The a bonus tactics, the vehicle immediately picks up the bonus tactics
German player also places a one-square token. No other units can pick up these bonus tactics.
defensive position anywhere in Zone 1.
The American team may choose to not use any bonus tactics that it
picks up.
The Germans only begin with 2 order
tokens and a bluff token! OB  Hauser Bonus Panzerfaust: The Germans begin play with one Panzerfaust
and the Panzerschreck  Group add order token. If the Germans use this token, they regain it at the end of the
tokens when deployed! Supply Phase. The Germans cannot have more than one of these
tokens at once. See Panzerfaust on Rulebook p.18.
Turn 2—End of the Supply Phase: The American Goals: The Americans must gather bonus tactics as
Germans deploy Helmut, the Pak 40, the supplies, then move a heavy vehicle out of the last tile to reinforce
Panzergrenadiere , and a defensive position the guard.
in Zone 2. To find the Americans' final score, count the number of bonus
Turn 4—End of the Supply Phase: The tactics collected  and  not  used. Then, find the square on the map as
Germans deploy the Panzerschreck Group shown where an American heavy vehicle moved off of the map.
and a defensive position in Zone 3. Multiply the unused bonus tactics by the multiplier in that square.
American Convoy: Units off of the map cannot fire - American Total Victory: Bonuses X Multiplier = 10+
and cannot move during the Supply Phase. - American Major Victory: Bonuses X Multiplier = 5–9
- American Minor Victory: Bonuses X Multiplier = 1–4
To enter the map, place an order token on a unit - German Simple Victory: No heavy vehicles leave the map
and give it a movement order. Moving onto the before the battle ends on Turn 7.
map counts as 1 square of movement. On its - German Total Victory: All American heavy vehicles are
order number, a unit may move 0 squares and destroyed.
remain off the map.

8
Surrounded... and these blasted halftracks have run
empty! The platoon has radioed for air support, but
trucks don't run on bombs. Someone needs to grab a
gas can and start hiking to the nearest petrol station!
Army Composition and Battlefield

Action Cards: Remove


the following cards:
Precision (German deck
only), all Airstrikes and
Artillery
First Initiative: Germans
Setup: The Germans
deploy all units, followed
by the Americans. Deploy
the two halftracks as
shown. Place the gas
token in the house as
shown.
Shuffle the American
Airstrike cards and place
them face-down in a
separate deck beside
the Turn Counter.
Turn 1,3,5—Draw
and Refill Cards:
Air support arrives!
After drawing and
refilling cards, the
American player draws an
Airstrike card and adds it
to hand. These cards count
toward the American hand
limit on following turns.

Gas: An American infantry may pick up the gas token when it ends movement in the token's
square. If that unit is destroyed, it drops the gas in its square.
Halftracks: The halftracks cannot move, but they also cannot be targeted or hit. The
halftracks may still receive order tokens and fire.
If an infantry with the gas token ends its movement adjacent to a halftrack, then the
halftrack becomes fueled. It can now move—but it can also be targeted and hit!
American Goals: Move the halftracks off the map, from either of the red arrows leading
away from the roads.
- American Major Victory: Move both halftracks off the map.
- American Minor Victory: Move one halftrack off the map.
- German Major Victory: No halftracks leave the map before the battle ends on Turn 8.

When you play an Airstrike card, your opponent rolls a die. If the roll
ties or exceeds the Airstrike card's AAA number, then the aircraft is
shot down—discard the card without effect! See Rulebook p. 5.

9
' !
France, Normandy, August 1944. The Allies engage the German army in fisticuffs, paying for each meter of
advancement with dozens of lives. In the hell of the Norman hedgerows, it's difficult to know where you
friends are or where the enemy is coming from. Units mixing together, divisions exploding… It's a mess!
Army Composition and Battlefield

Action Cards: Remove the following cards: Bonus Options: When a team takes control of a bonus tactics or
Surprise!, Precision, Booby-trapped (German Primary Objective, it gains the recruitment option under the token (in
only), all Airstrikes and Artillery addition to the bonus tactics). The Americans keep the American
option and discard the German option, and vice versa for the
First Initiative: Determine randomly Germans.
Setup: The player with initiative deploys first. Do not place these options onto a recruitment tile. Immediately
Shuffle all of the unused, square-shaped deploy the option's units in the team's deployment zone.
recruitment options. Without looking at these Goals: Score victory points by flipping enemy recruitment tiles and
options, place: options. Primary Objectives do not provide victory points.
- 1 American option and 1 German option - Victory: Score the most victory points when the battle ends on
under each bonus tactics Turn  8.
- 1 American option under the American
Primary Objective
- 1 German option under the German A recruitment tile or option reaches its breaking point
Primary Objective when its destroyed units ties or exceeds its red
boxes. Flip the tile or option over, and the opponent
scores victory points as shown on the other side!
See Breaking Points on p. 1 5.

10
!
After searching for weeks, the Allies identify a breakthrough point in enemy lines. But the German command sees an
opportunity to catch the Americans by surprise, scoring a decisive blow against the advancing troop. Will the Allies
force the Germans to regroup at Paris? Will the Germans push the Americans back to the sea? The offensive is now!
Army Composition and Battlefield: Each player builds an army
with 500 army points. See Custom Armies on Rulebook p.5.
Then, the players divide their own teams into two parties. Each Action Cards: Remove the following cards: Precision, all Airstrikes
party must contain 200–300 army points' worth of units. and Artillery
Place all units from one option or tile into the same party. Units First Initiative: Determine randomly
from different options or tiles may split into different parties,
including the units of different options on the same tile.

Setup: The player with initiative deploys first. Both teams deploy only Reinforcements: After the retreat, deploy each army's second party
one of their two parties. off of the map. Units off of the map cannot fire and cannot move
during the Supply Phase.
Retreat: When one team takes control of the Primary Objective, the
other team is forced to retreat. Reset the board as follows. To enter the map, place an order token on a unit and give it a
movement order. Moving onto the map counts as 1 square of
1. Pick up the tiles containing the advancing team's deployment movement. On its order number, a unit may move 0 squares and
zone. remain off the map.
2. If these tiles contained any of the advancing team's units, add
those units to that team's second party. Goals: Force the opponent to retreat, then retake the Primary
3. If these tiles contained any of the retreating team's units, those Objective.
units are captured and destroyed.
4. Place these tiles adjacent to the retreating team's deployment - Advancing Team Major Victory: The advancing team takes
zone. The retreating player chooses the tiles' orientation. control of the objective twice.
5. Do not move any units on the other four tiles. - Advancing Team Minor Victory: The advancing team does not
6. Remove the retreating team's objective from the map. regain control of the objective before the battle ends on Turn  6.
7. Place the advancing team's objective on an intersection - Draw: Neither team controls the Primary Objective before the
8. Move the advancing team's objective to the intersection between battle ends on Turn 6 (before the retreat).
the four advance tiles.
9. Move the Initiative Marker to Turn 1 (instead of to the next turn). If you recruit an Airstrike or Artillery option, add those
Flip the marker to change the player with initiative, as normal. cards to your deck! See Orders on p. 1 8.
German Reinforcements

German Reinforcements
US Reinforcements

US Reinforcements

German Victory US Victory

11
The battle has raged for several days. The Germans have resisted with
everything they have, but the fighting has destroyed their radio
communications, and the Panzer Lehr is now crippled and cornered in a
hamlet. They have one last hope—salvage the battlefield for parts, repair
the radio, send coordinates to the artillery, and blow the encirclement apart.
Army Composition and Battlefield

Reinforcements Reinforcements

12
Action Cards: Remove the following cards: Precision HQ: If the German HQ (Secondary Objective) is destroyed,
(American only), all Airstrikes and Artillery the German player places the Secondary Objective on any
intersection in the ruin.
The Americans have an Airstrike order. Any Turn—Draw and Refill Cards: If all three radio
That player removes all Airstrike cards, parts are adjacent to the Secondary Objective, then the
then shuffles 1 Airstrike card back into Germans radio for artillery support! After drawing and
the deck! refilling cards, the German player draws an Artillery card
and adds it to hand. These cards count toward the German
hand limit on following turns.
First Initiative: Americans (Initiative Marker starts
American side up) Turn 4—End of the Supply Phase: American
reinforcements arrive! The Americans deploy Clint
Setup: The Americans deploy first, but do not deploy Clint and Lt. Stewart's tile in the American deployment
or Lt.  Stewart's Rifle Platoon tile. zone.
Place three German vehicle wrecks and three radio part American Goals: Take control of the Primary Objective.
tokens as shown.
Shuffle the German Artillery cards and place them face-
- American Victory: The Americans control the Primary
Objective during any Supply Phase.
down in a separate deck beside the Turn Counter. - German Victory: The Americans do not control the
Primary Objective before the battle ends on Turn 8.
Clint and Lt. Stewart don't provide
order tokens until deployed!

Radio Parts: A German unit may pick up the radio, micro,


or antenna when it ends its movement adjacent to the
token. If that unit is destroyed, it drops the token on any
adjacent intersection. American units cannot pick up these
tokens.

13
Players may construct their own battles using these general 6. Turn Counter
guidelines. Place event markers on Turn 4 and Turn 6 of the Turn Counter. Place
the End Marker on Turn 8. Randomly determine starting initiative.
1. Army Size 7. Victory Conditions
Choose a number of army points for each player. Choose a number of victory points required to win the battle early on
Turn 4 or Turn 6.
2. Build Armies
Use army points to recruit recruitment tiles, recruitment options, and A team can win a custom scenario early by earning enough victory
hero options. See Custom Armies on Rulebook p.5. points, either by destroying enemy units or controlling objectives. See
Winning the Battle on Rulebook p.15.
3. Action Card Decks
Each team's deck must contain at least 40 action cards. Players If both teams control enough points to win early on the same turn,
cannot add Airstrike or Artillery cards without the appropriate then the team with the most victory points wins. If the battle doesn't
recruitment option. See Custom Decks on Rulebook p.5. end early, then the player with the most victory points wins at the
end of Turn 8.
4. Map
Choose terrain tiles and overlays for the map. Distribute cover evenly 8. Deployment
for both teams. Choose each team's deployment zones and deploy units.
5. Objectives and Bonus Tactics
Place objectives and bonus tactics at equal distance from both teams. For an epic battle with large armies, choose an early
Objectives in custom scenarios provide victory points when controlled. victory condition for Turn 8. If no team reaches those
points on Turn 8, then keep on fighting!

Army Map Primary Secondary Bonus Turn 4 Turn 6 Game


Points Objectives Objectives Tactics Early Victory Early Victory Length

150–250 2–3 Tiles, 1 Neutral—10 VP 1 US—5 VP, 2–3 25 VP 30 VP 45 min


1–2 Overlays 1 German—5 VP

3–4 Tiles, 1 Neutral—5 VP,


250–350 2–3 Overlays 1 Neutral—15 VP 1 US—5 VP, 3–4 35 VP 40 VP 60 min
1 German—5 VP

350–450 4–6 Tiles, 1 US—20 VP, 4 Objectives– 4–5 40 VP 45 VP 2 hours


3–4 Overlays 1 German—20 VP 5 VP each

6 Tiles, 1 Neutral—15 VP, 6 Objectives–


500+ 4–6 Overlays 1 US—15 VP, 5 VP each 5–6 50 VP 60 VP 3 hours
1 German—15 VP

14
Example Custom Maps ↑
2 Attacker Deployment Zone
↑ Team A Deployment Zone
2
← →
2 2
50%

Defender
Deployment Zone
2 Team B Deployment Zone Destruction (Outside border): Place an additional building or
↓ defensive position with a Primary Objective inside. This building
cannot be destroyed.
Standard Deployment (Two rows each side): No modifiers.
- During setup, place the dynamite and detonator tokens on any
attacking infantry. At the beginning or end of any movement, an
infantry may place a token onto the structure, but you cannot place
↑ Attacker Deployment Zone both tokens on the same turn.
2
- Attacker Victory: The dynamite and detonator tokens are on the
overlay during any Supply Phase.
- Defender Victory: The objective is still intact when the battle
ends on Turn 8.

50%
Defender
Deployment
Attacker Deployment Zone

Zone

Defender Deployment Zone


50%
Base Defense (Two rows vs 50%): Place one Primary Objective in
the defender's deployment zone.
- Victory for Attacker: Attacker takes control of the Primary
Objective during any Supply Phase.
- Victory for Defender: Battle ends on Turn 8.
←2→

↑ Attacker Breakthrough (Middle border): Place a Primary Objective on the


2 edge of the map opposite the attacker's deployment zone.
Deployment
Defender Deployment Zone

Zone - Attacker Victory: Attacker takes control of the Primary Objective


during any Supply Phase.
- Defender Victory: Battle ends on Turn 8.
Defender Exit

50% Optional—Prepared Defense! The defending or


ambushing team places all terrain overlays in that
team's deployment zone but only recruits with
75%  army points (or 50% for a more difficult defense).

2 For more scenarios, vIsit our website at


↓ devil-pig-games. com! Visit the forums for player-
generated scenarios!
Ambush (One side to the other): The defender deploys off of the
map, using a movement order to move units onto the map.
- Defender Major Victory: Move 50% or more of the defender's
units off of the map before the battle ends on Turn 8.
- Defender Minor Victory: Move 25% or more of the defender's
units off of the map.
- Attacker Minor Victory: Move fewer than 25% of the defender's
units off of the map.
- Attacker Major Victory: No defending troops escape.

15

The unit stripes of Heroes of Normandie's army boxes are different Deployment: One player deploys all units first, followed by a player
from the core units' stripes. With these expansions, you can modify on the opposing alliance, in the initiative order described above.
scenarios or create custom scenarios with multiple players fighting for
the same side of the war. Order Phase: An alliance shares one set of order tokens, so that
only one unit in the alliance can act on any given order number. Place
Alliances: All scenarios are fought between two armies. Additional order tokens in the initiative order shown.
players form an alliance. Each alliance may include different allied
armies, such as the Commonwealth and the Americans. - Each alliance begins with 1 bluff token, which may be placed by
any team in the alliance.
Army Creation: Divide army points evenly among teams in the - Order token limits apply to the entire alliance (10 order tokens, 2
alliance. For example, a 500–pt. alliance could support two 250–pt.
teams. special orders, and 2 bluff tokens).
Action Cards: All teams in an alliance draw from the same deck. Activation Phase: Players activate units in the initiative order
Choose the action card deck of any team in the alliance. shown.
- Player hand size is based on the number of teams in the alliance. Special Abilities: Special abilities that affect friendly units, such as
(Players draw 4 cards each during a 1v1 battle.) Transport or Barrage Order, may affect an ally's units.
1 Team: 6 cards Supply Phase: Move units in the initiative order shown. Each player
2 Teams: 3 cards each moves all units before the next player moves units.
3 Teams: 2 cards each - Players fill their hands to 6, 3, or 2 cards.
- Allies may show their hands to each other. Cards that affect a - Sharing Cards: Before refilling hands, players may give their cards
team's units do not affect the units of other teams in the alliance. to other players in the alliance, provided that each player ends the
High Command: An alliance of 500 total army points or more may turn with no more cards than the maximum hand size.
have one (and only one) high  command  tile. Options on a high Movement: Units may pass through squares occupied by allied
command tile affect the entire alliance. infantry units.
- Any team may pay army points to recruit a high command tile Victory Conditions: Use a scenario's normal victory conditions. The
and its recruitment options, including splitting the costs between defeat of one member of an alliance does not necessarily end the
teams in the alliance. battle or result in defeat.
- An alliance's high command tile and action card deck must come
from the same team. Recruitment options must match the stripes of Example
an option slot, so a Commonwealth option will not fit onto an Three players create a custom 500–point battle, Americans &
American field command tile. Commonwealth vs. Germans. The German player recruits 500
- For options with tokens or other limited uses, one team may be points. The Americans and Commonwealth each recruit 250 points.
unable to use an option while the other team uses it, but any The Allies recruit the American General Raymond O. Barton
tokens placed onto the map (such as Concealed tokens) should high  command tile (10 pts), with the American Improvisation
match the team using them. At the end of the Supply Phase, option (20 pts) and Bluff option (10 pts). The American player
alliances decide which team gains the bonuses of these options. contributes 30 army points to this tile and its options, and the
Initiative and Order of Play: The Initiative Marker shows which Commonwealth player contributes the other 10 points.
alliance has initiative. In addition, at the beginning of each Orders With an American high command tile, the Allies must share the
Phase, each alliance must decide the order of initiative within the American action card deck.
alliance.
At the beginning of the first Order Phase, the Allies have initiative,
and they choose to give the Commonwealth initiative before the
Initiative Order Americans.
2v2, when 1st alliance has initiative:
1st: 1st alliance, 1st team The Commonwealth deploys all of its units, followed by the
2nd: 2nd alliance, 1st team Germans' units, followed by the Americans' units.
3rd: 1st alliance, 2nd team The Commonwealth places the first order token, then the Germans,
4th: 2nd alliance, 2nd team then the Americans, then the Germans again.
2v1 (or 3v1), when solo team has initiative: The Allies decide that the Americans will use the Improvisation
1st: Solo team option, so only the American may draw an extra card with that
2nd: Alliance, 1st team option. Either player may choose to place the Bluff option's
3rd: Solo team (Order Phase only) additional bluff token.
4th: Alliance, 2nd team
5th: Solo team (Order Phase only)
6th: Alliance, 3rd team
2v1 (or 3v1), when alliance has initiative:
1st: Alliance, 1st team
2nd: Solo team
3rd: Alliance, 2nd team
4th: Solo team (Order Phase only)
5th: Alliance, 3rd team
6th: Solo team (Order Phase only)

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