Overview
Heroes of Normandie is a tactical WWII board game using the Heroes System. Two players (US vs. German forces) command platoons of infantry, vehicles, and heroes on modular terrain boards. Players build armies using a recruitment point system, then alternate activating units via an order token mechanism. Combat uses dice with modifiers based on unit stats, terrain, and special abilities. The game emphasizes cinematic, fast-paced action inspired by war movies.
Components
- 6 terrain boards (modular, rearrangeable)
- 3 buildings and 4+1 defensive positions
- 6 bonus tactics tokens, 9 objective markers
- Per faction (US and German): 1 officer recruitment tile, 2 recruitment tiles, ~21 infantry unit counters, 2+ vehicle counters, 23 recruitment options (gear, supports, orders, character traits), 3 hero recruitment options, 3 hero counters, common infantry and vehicle counters, 14 wood tokens, 2 dice, 76 action cards
- 1 turn counter, 1 initiative marker, 1 end marker, 3 event markers
- 92 tokens (equipment, suppressed, destruction, etc.)
Setup
- Choose a scenario or generate one using Player Generated Clashes (scenario booklet).
- Select units per scenario’s army composition or spend army points to recruit.
- Create your action card deck (at least 40 cards from your 76; faction-specific).
- Determine initiative (per scenario). Player with initiative deploys all troops first.
- Deploy infantry with white-name side face up in scenario-defined zones.
- Each player draws 4 cards from their deck.
Army Creation
- Buy Recruitment Tiles: Purchase recruitment tiles with army points. At least 1 required.
- Buy Recruitment Options: Fill tile slots with infantry, vehicles, equipment, character traits, or orders. Options must fit the tile slot and match colored bands.
- Heroes: Purchased separately; some require specific recruitment tile insignias.
Turn Structure
Each round has 3 phases:
1. Orders Phase
Players alternate placing Order tokens (numbered 1 to N, where N = total stars on your recruitment tiles, units, and options; max 10) on owned units. Initiative player places first. One Order token per unit. Also place your Bluff token to mislead opponents.
2. Activation Phase
Initiative player reveals Order #1 and activates that unit. Then opponent reveals their Order #1. Continue alternating in ascending order. Each activated unit takes ONE action: Move/Assault or Fire. When one player runs out of orders, the other activates remaining units in order.
3. Supply Phase
Remove suppressed tokens. All non-activated units may move (but not fire or assault). Draw cards back up to 4. Retrieve Order tokens.
Actions
Movement (Infantry)
- Move up to the unit’s Movement value in spaces (diagonal moves allowed).
- Cannot pass through vehicles or enemy infantry; can pass through friendly infantry but cannot end on the same space.
- Zone of Control (ZoC): Each infantry unit exerts ZoC over 8 adjacent spaces. Units cannot move from one enemy ZoC space to another of the same enemy unit’s ZoC. Building ZoC does not extend outside.
Movement (Vehicles)
- Count spaces from the front of the vehicle. Backward movement counts from the rear.
- Vehicles can rotate 45 degrees (costs 1 movement point per 45 degrees).
- Vehicles can pass through infantry (friendly or enemy). If ending on infantry, displace it to an adjacent free space (owner’s choice). If no space available and infantry has 0 movement, it is eliminated.
- Vehicles do not exert ZoC and are unaffected by infantry ZoC.
Assault (Melee)
- Only units with the Assault special ability can melee.
- Must be adjacent to the defender. Announced before moving.
- Attacker: Rolls 2 dice, keeps the higher, adds combat bonus vs. target type + other bonuses.
- Defender: Rolls 1 die (or 2 if they have Assault ability, keep higher), adds combat bonus + terrain defense bonus + other bonuses.
- Higher result wins. Tie = no damage, units stay. Attacker wins = defender takes a hit (flip counter or eliminate). Defender wins = attacker takes a hit and retreats to pre-assault space.
- Infantry must retreat to one of 3 spaces away from attacker. If no retreat possible, eliminated.
- Vehicles never retreat from assault; destroyed vehicles become terrain overlay wrecks.
Fire (Ranged Combat)
- Roll 1 die (or 2 if applicable), add combat bonus vs. target type.
- Most weapons have unlimited range; beyond 7 spaces, -2 penalty.
- Count spaces diagonally, always shortest path. Count target space, not firing space.
- Result ≥ target’s Defense value: Hit. Infantry flips to damaged side or is eliminated. Light vehicles become wrecks. Heavy vehicles check damage location.
- Terrain provides defense bonuses (buildings, hedgerows, etc.).
- Line of Sight: Must have clear LOS to target. Terrain, wrecks, and buildings may block.
Suppression
Suppressed units (marked with token) cannot fire or move. Tokens removed during Supply Phase.
Scoring / Victory Conditions
Games last up to 8 rounds or as defined by the scenario. Victory is determined by:
- Meeting scenario-specific objectives (controlling objective markers).
- Earning victory points through Breaking Points: when enough units from a recruitment tile/option are destroyed (number of red squares), the tile flips and the opponent earns its printed victory points.
- If a player has no Order tokens left to place, the game ends at the end of the current round.
- The player meeting the scenario’s VP threshold or objectives wins.
Special Rules & Edge Cases
- Unit counters have two sides: Front (full strength) and back (damaged/reduced). Some units are eliminated when hit on their damaged side.
- Heavy vehicle damage: When hit, determine damage location (turret, hull, tracks, etc.) which may disable weapons, immobilize, or destroy.
- Light vehicle wrecks: Become terrain overlays (obstacles). Can be removed under certain rules.
- Buildings: Provide defense bonuses. ZoC of units inside buildings does not extend outside. Special rules for entering/exiting.
- Action cards: Played during appropriate phases for tactical advantages (Opportunity Fire, Ambush, Artillery, Aviation, etc.). Command cards (Artillery/Aviation) require specific recruitment options.
- Special Order tokens: Act before Order #1 (“Order 0”). Obtained via High Command card or Battle Plan option. Max 2 per player.
- Multiplayer rules included for more than 2 players.
- Allocate losses to recruitment options before recruitment tiles.
Player Reference
| Unit Type |
Defense Color |
Notes |
| Infantry |
Yellow |
Affected by ZoC |
| Light Vehicle |
Purple |
Becomes wreck when destroyed |
| Heavy Vehicle |
Gray |
Damage location determines effect |
| Phase |
What Happens |
| Orders |
Alternate placing numbered Order tokens on units |
| Activation |
Reveal orders in ascending number; Move/Assault or Fire |
| Supply |
Remove suppression, non-activated units may move, draw cards to 4 |
Combat: Attacker rolls dice + combat bonus vs. target type. Result ≥ Defense = Hit.
Breaking Point: When destroyed units equal red squares on a recruitment tile, opponent earns VP.