tide_of_iron_normandy_rules.pdf

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TM
NORMANDY
CAMPAIGN EXPANSION
Two kinds of people are staying on this beach: the dead and
those who are going to die. Now let’s get the hell out of here!
The invasion at Normandy had originally been scheduled for
June 5th, but poor weather convinced the Allies to wait. Despite
the questionable weather forecast for the 6th, the Allied leaders
decided there could be no further delays.
Colonel George A. Taylor, Omaha Beach
By the summer of 1944, almost every nation in Europe had
fallen under Nazi occupation. To stop Hitler’s invading forces
and to free those countries under his control, Allied forces drew
up plans for an assault, code-named Operation Overlord. In
the early morning of June 6th, American soldiers landed in two
separate areas of the 60-mile coastline of Normandy, France.
During the final hours of June 5th and in the early morning of
June 6th, the Allies launched numerous airborne assaults, while
their invasion fleet, encompassing several thousand ships, pro-
ceeded to the disembarkation points along the Normandy coast-
line. Utah Beach fell quickly as the Americans encountered only
light opposition. The Germans defended Gold Beach, Sword
Beach, and Juno Beach more vigorously than the Allies had
expected. Nonetheless, the British and Canadians eventually
overwhelmed their opponents.
The D-Day invasion had begun.
Operation Overlord consisted of three nations attacking five
different locations. The areas assigned to the Americans were
code-named Utah Beach and Omaha Beach. The British were
given Gold Beach and Sword Beach. The Canadian forces tar-
geted Juno Beach.
At Omaha Beach, the largest of the landing areas, spanning six
miles and guarded by 100-foot cliffs, the Allied attack stalled.
As the Americans confronted a division of Rommel’s elite
infantry, heavy clouds protected the German defenders from
Allied bombers, and offshore artillery provided little support.
Tragically, 27 Duplex Drive Sherman tanks, amphibious vehi-
cles made specifically for the Normandy invasion, sank along
with their crews upon leaving their transports.
Leading up to the invasion, the Allies employed several
elaborate deceptions to draw attention away from Normandy.
They provided the Germans with false information about the
existence of a First U.S. Army Group under the command of
General Lesley J. McNair and General George S. Patton, Jr.
This fictitious group supposedly planned an invasion at Pas de
Calais to the north. The Allies hoped that if the Nazis believed
this was a genuine threat, they would be hesitant to send rein-
forcements when the real attack began.
As the Omaha landing faltered and organization sank into
chaos, dire necessity drove the American forces forward.
Smaller groups of soldiers and officers split from the main
combat force, advancing on German positions at the ends of the
beach. Meanwhile, Army Rangers scaled the surrounding cliffs.
Ultimately this progress, combined with naval bombardments
and hours of assaults, secured the beach for the Americans.
Field Marshal Erwin Rommel, the Desert Fox himself, orga-
nized the German defense. Months before the invasion, upon
seeing the sad state of the coastline fortifications, Rommel
immediately stepped up the production and installation of
German defenses, including the placement of millions of land
mines and thousands of tank traps.
The Germans still believed that Normandy was the diversion
from Pas de Calais.
By the end of June, the Allies had put over 850,000 men,
148,000 vehicles, and 570,000 tons of supplies ashore in
France.
Rommel believed that an Allied invasion would need to be
stopped at the beaches, and that German tank forces needed
to be stationed near the coast. Others in the German high
command believed letting the Allies land and then initiating a
counterattack would be a better strategy. They wanted the tanks
far inland, near Paris. Instead of favoring one strategy or the
other, Hitler split his panzer divisions between the two proposed
areas. This decision served neither strategy well.
With the Allies’ successful landing at Normandy, Germany was
now trapped between the invading Allied forces to the West and
the Russians to the East. For the Allies, the inevitable march to
Berlin – and ultimate victory – was finally underway.
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GAME OVERVIEW
The Normandy expansion expands on the already epic Tide
of Iron (“TOI”) game experience by adding an entirely new
way to play (the campaign game), new American and German
vehicles, new terrain features (beaches and hedgerows), new
scenarios, and more. All of these new components can be used
to play the included scenarios, as well as future scenarios, both
official and player-made, which will be available online at
www.fantasyflightgames.com. Detailed descriptions of these
new components, as well as how they are used, are included on
the following pages.
COMPONENT OVERVIEW
Below you will find illustrations and brief descriptions of all the
components found in this expansion.
British Plastic Figures
These 42 detailed plastic figures
represent British military
personnel. Also included are
14 British squad bases in two
different shades of tan.
COMPONENTS
This Rulebook and Scenario Guide
German Plastic Figures
These German plastic figures
represent four types of German
tanks.
29th Infantry Campaign Book and Scenario Guide
42 British Plastic Figures, consisting of:
27 Standard Infantry
6 Elite Infantry
American Plastic Figures
These four American plastic
figures represent the American
M10 Tank Destroyer.
3 Officers
3 Mortar Crews
14 Squad Bases, consisting of:
3 Machine Gun Crews
7 Light Tan British Bases
16 German Plastic Figures, consisting of:
7 Dark Tan British Bases
4 StuG III Tanks
Unit Reference Sheets
These sheets provide players with the
combat values and special abilities for
each of the new plastic units.
4 Panther Tanks
4 Jagdpanzer IV Tanks
4 American Plastic Figures, consisting of:
4 King Tiger Tanks
2 Unit Reference Sheets
4 M10 Tank Destroyers
6 British Control Markers
British Tokens
2 British Concealed Squad Markers
4 British Command Objectives (various values)
1 British Victory Point Token
10 Ruins/Breach Tokens
16 Tank Trap/Barbed Wire Beach Tokens
12 Crater Tokens
A variety of British tokens are provided. These include British
control markers, concealed squad markers, command objective
markers, and a victory point token. These tokens function
exactly as their American and German counterparts.
20 Map Overlay Tiles
8 Charge Tokens
10 Weather Check Tokens
4 Specialization Tokens
66 Campaign Specialization Tokens
110 Cards, consisting of:
Normandy Map Boards
70 Leadership Cards, consisting of:
1 Blitzkrieger Deck (10 cards)
1 Watchdog Deck (10 cards)
1 Tactician Deck (10 cards)
1 Hero Deck (10 cards)
1 Tank Buster Deck (10 cards)
1 Assaulter Deck (10 cards)
8 Commander Cards
1 Air Raider Deck (10 cards)
These nine thick, double-sided map boards are used to build the
game board for each Normandy scenario. Rules governing new
terrain features can be found on page 5 (and a summary of such
can be found on the back of the Campaign Book and Scenario
Guide included in this box).
14 Operations Cards
1 British Initiative Card
1 29th Infantry Initiative Card
9 Normandy Map Boards
16 Weather Cards
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Map Overlay Tiles
Normandy introduces a new type of specialization token,
the demolitions unit. Also introduced are new campaign
specializations called advancement tokens .
Weather Cards
These cards alter the weather conditions
during a given scenario.
New map overlay tiles are provided for use in the Normandy
scenarios. These overlays include a large variety of different
terrain. As with the overlay tiles provided in the main game,
these new overlays are placed on top of the map boards, adding
to or altering their terrain features.
Operations Cards
The new Operations cards provide
a variety of rules to their assigned
scenarios, mostly pertaining to the
Normandy theater of warfare.
Beach Terrain Tokens
New tank trap/barbed wire tokens are included for aesthetically
appropriate use on the beach map boards. These obstacles
function the same as their non-beach counterparts.
British Initiative Card
The British initiative card functions the same as its
American and German counterparts.
Destroyed Terrain Tokens
Ruins/breach tokens are used to indicate when
a building or a hedgerow has been destroyed.
29th Infantry Initiative Card
The 29th Infantry initiative card is only used in the
29th Infantry Division campaign, instead of the
normal initiative card used by the Americans.
Cratered Terrain Tokens
The cratered terrain tokens modify the statistics
of existing terrain features, reproducing the
effects of heavily bombarded terrain.
Commander and Leadership Cards
These cards are used with the
“Commanders” option and allow
players to customize their strategy
based on their nation’s commander.
Charge Tokens
Charge tokens represent a variety of explosives
utilized by demolitions squads. The particular
kind of explosive is defined by the scenario.
GAME ADDITIONS
Normandy includes many new components, most of which are
governed by both new and old rules. All components provided
in this expansion follow the standard TOI rules unless otherwise
stated. All new rules for these components are described in the
sections that follow.
Weather Check Tokens
Weather check tokens are placed on the turn track
and remind the players when they need to make a
weather check.
The sections that follow are modular in nature. Each different
rule section can be applied to a given scenario independently
of all the others. In this way, players can decide which rules are
best suited for their own scenarios.
Specialization and Campaign Specialization Tokens
NORMANDY MAP BOARDS
The nine Normandy map boards featured in this expansion are
used in the scenarios provided in this book (starting on page
8) and in the campaign book. Also, there are new terrain types,
which are described in detail below. Note that all terrain types,
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overlays, and obstacles that follow that also appear in the core
TOI game function the same as they do in the core game.
Road Over Stream
Bunkers
Blocking Terrain: No
Movement Cost: 1
Cover: 0
Blocking Terrain: Yes
Movement Cost: 2 for squads, vehicles
cannot enter
Cover: 8
Counts as a road hex for contiguous
road movement.
Representing strong fortifications, bunkers take up an entire
hex. However, like pillboxes, bunkers can contain only one
squad. A unit in a bunker is immune to suppressive attacks.
Bunkers are considered to be at level two elevation unless noted
otherwise.
Forest Stream
Blocking Terrain: Yes
Movement Cost: Movement depends on
water depth (specified by each scenario).
Cover: 2
Hedgerows
Blocking Terrain: Yes
Movement Cost: 2 for squads, vehicles
cannot enter
Cover: 3 (no cover versus area attacks)
TERRAIN TOKENS
Crater
The presence of at least one crater token
modifies existing terrain hexes as follows:
It is possible for certain vehicles to cause a breach in a
hedgerow. The breach token is then placed on the hedgerow hex
that has been breached. This hex is no longer considered to be a
hedgerow but is instead considered to be clear terrain.
Movement Cost: + 1
Cover: +2
Beach
Note that trucks cannot enter terrain with a crater token.
Blocking Terrain: No
Movement Cost: 2 for squads, 1 for
vehicles (trucks cannot enter)
Cover: 0
Ruins
Ruins tokens are used on building terrain
to show that a building is destroyed. A hex
containing a Ruins token is considered to be
rough terrain.
Swamp
Breach
Blocking Terrain: No
Movement Cost: 3 for squads, vehicles
cannot enter
Cover: 1
Breach tokens are placed in hedgerow hexes
as a result of the “Hedge Breakers” Operations
card. Hexes containing this token are treated as
clear terrain.
Graveyard
THE BRITISH FORCES
First introduced in the Days of the Fox expansion set, some
British forces are also included in Normandy .
Blocking Terrain: No
Movement Cost: 2 for squads, vehicles
cannot enter
Cover: 1
In addition to their plastic pieces, the British also receive
nation-specific tokens and Commander cards. All British pieces
can be identified by their tan nation color.
Supply Depot
It is also important to note that the British and Americans were
allied during World War II, and they often shared equipment
and fought side-by-side on the battlefield. Therefore, American
and British pieces are always considered friendly. Certain
scenarios assign American vehicles to the British. These are
considered to be British units.
Blocking Terrain: Yes
Movement Cost: 1 for squads, 2 for
vehicles (only trucks may enter)
Cover: 1
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