Normandy '44 - Scenario Rules
Posted: Fri Jul 28, 2017 4:57 am
Ok, I have had a couple of questions, so I guess I should clarify some rules for this event.
Order Dice
Each player gets 10 Order Dice per turn regardless of how many units they have. You may use these dice to activate your own units and/or any scenario assets that are in your sector (on your team's table in other words).
You may not share dice with team mates or pass them around. If you don't use them, you lose them.
Dice draws will be handled on a team basis. The dice bag will have 10 dice for the Axis and 10 for the Allies. When a die is pulled, all players on that team get one Order Die.
Officers and Order Dice
Your Officers may only give Order Dice to your own troops. You may not give dice to your teammate's models or scenario assets.
Officers do share their order test modifiers though. So if you are standing next to a teammate's Lieutenant, you can use their modifiers.
Down, Ambush and Order Dice
When your units go Down or into Ambush, use your own Order Dice. If you put a scenario asset into Ambush or your fail an Order test, use your own Order Dice, you can leave it in Ambush or Down if you want, but your die stays with it. If a scenario asset goes Down before it activates, mark it with another die.
Deployment and Reserves
Each player will begin with all of their Initial Platoon on the table. You will be given specific deployment zones on the day. You may use your order dice to activate these units freely.
Each player starts with their Reserve Pool in reserve. You may use your order dice to try and bring those units onto the table on any turn (including turn 1). These units may only enter from your own board edge or from specific points which will be revealed on the day. You cannot outflank units in this scenario. You will need to make an order test to bring your units onto the table.
Some scenario assets will begin the game on the table, others will be in reserve. Any player may use their Order Dice to activate a scenario asset, though each asset may still only activate once per turn. Scenario assets in reserve may be brought onto the table with an Order Test, though some may only deploy at a specific point in the game.
Objectives
Each team will have three objectives, a Primary Objective worth 3 points, a Secondary Objective worth 2 points and a Tertiary Objective worth 1 point. These objectives will be public, so the enemy will know what you are trying to achieve and will do their best to stop you.
Each player will also have their own Objective worth 1 point. These objectives will be secret. (though you can let your teammates know so that they can help you achieve them).
We will play until 7pm (give or take some time for finishing off the turn), then count points.
Teams will score points based only on their sector (the table you are playing on), so it is possible that the Axis might win in one sector but the Allies win in the other.
Order Dice
Each player gets 10 Order Dice per turn regardless of how many units they have. You may use these dice to activate your own units and/or any scenario assets that are in your sector (on your team's table in other words).
You may not share dice with team mates or pass them around. If you don't use them, you lose them.
Dice draws will be handled on a team basis. The dice bag will have 10 dice for the Axis and 10 for the Allies. When a die is pulled, all players on that team get one Order Die.
Officers and Order Dice
Your Officers may only give Order Dice to your own troops. You may not give dice to your teammate's models or scenario assets.
Officers do share their order test modifiers though. So if you are standing next to a teammate's Lieutenant, you can use their modifiers.
Down, Ambush and Order Dice
When your units go Down or into Ambush, use your own Order Dice. If you put a scenario asset into Ambush or your fail an Order test, use your own Order Dice, you can leave it in Ambush or Down if you want, but your die stays with it. If a scenario asset goes Down before it activates, mark it with another die.
Deployment and Reserves
Each player will begin with all of their Initial Platoon on the table. You will be given specific deployment zones on the day. You may use your order dice to activate these units freely.
Each player starts with their Reserve Pool in reserve. You may use your order dice to try and bring those units onto the table on any turn (including turn 1). These units may only enter from your own board edge or from specific points which will be revealed on the day. You cannot outflank units in this scenario. You will need to make an order test to bring your units onto the table.
Some scenario assets will begin the game on the table, others will be in reserve. Any player may use their Order Dice to activate a scenario asset, though each asset may still only activate once per turn. Scenario assets in reserve may be brought onto the table with an Order Test, though some may only deploy at a specific point in the game.
Objectives
Each team will have three objectives, a Primary Objective worth 3 points, a Secondary Objective worth 2 points and a Tertiary Objective worth 1 point. These objectives will be public, so the enemy will know what you are trying to achieve and will do their best to stop you.
Each player will also have their own Objective worth 1 point. These objectives will be secret. (though you can let your teammates know so that they can help you achieve them).
We will play until 7pm (give or take some time for finishing off the turn), then count points.
Teams will score points based only on their sector (the table you are playing on), so it is possible that the Axis might win in one sector but the Allies win in the other.