Undaunted Normandy - ScenarioBook
Undaunted Normandy - ScenarioBook
Undaunted Normandy - ScenarioBook
SCENARIO BOOK
This book includes twelve scenarios based on the actions of the US 30th Infantry Division in
Normandy in the summer of 1944. If played in order, players will follow the division through the
assault to the Vire-et-Taute Canal (scenarios 1–5), the Saint-Lô breakthrough (scenarios 6–7),
the battle for Tessy-sur-Vire (scenario 8), and relieving the 1st Infantry Division in the battle of
Mortain (scenarios 9–12).
This is not the rulebook! To learn how to play, please consult the rulebook included.
Campaign Play
If you want to go even further, you can string multiple scenarios together into a campaign. To do so, start by choosing a group
of consecutive scenarios. Find the table at the back of this book and fill in the names of the scenarios selected.
After each game in a campaign, fill in the corresponding row in the table, clearly marking the victor. In the Casualties field, count
the number of combat cards that you removed from the game due to casualties. In the Heroic Contribution field, the victor may
nominate a card or a unit that they think deserves particular recognition. If they wish, they can let the loser nominate a heroic
contribution instead. Heroic contribution has no gameplay effect – it purely adds flavour to the campaign!
US GERMANY
SCENARIO DATE PLAYER CASUALTIES WIN PLAYER CASUALTIES WIN HEROIC CONTRIBUTION
US VICTORY
ADVANTAGE RESULT
More than 5 Stunning breakthrough: The German forces are completely overwhelmed by the Allied assault and have no
time to regroup, sending them into disarray. The Western Front soon collapses, and Berlin falls not long after that.
4 or 5 Rapid advance: Surging from victory to victory, the Allied forces quickly push through Normandy and reach
German soil before the end of the summer.
1 to 3 Steady progress: The Allied advance is slow but inexorable and picks up momentum with every victory. The
German forces are promptly forced out of Normandy.
GERMAN VICTORY
ADVANTAGE RESULT
More than 5 Full stop: At every turn, the Allied attack is resisted and delayed, eventually grinding to a complete halt. For
months, the Western Front stands still, only seeing relief when the Red Army reaches Berlin.
4 or 5 Heavy delays: For each victory, a heavy cost is inflicted on the Allies. The campaign is severely delayed, and
Normandy remains contested until early spring.
1 to 3 Ardent resistance: The German resistance is steadfast, and no inch of soil is easily won. Only after heavy
reinforcements does the invasion ultimately succeed.
INDETERMINATE
0 Intense combat: The fighting is fierce, but slowly and surely the Allied forces gain ground.
STARTING DECK AND SUPPLY
Each scenario specifies which cards start in each player’s deck and supply. You can find this in the ‘Starting Cards’ table.
To assemble your starting deck, take one copy of each card per D symbol in the table. Shuffle those cards together into a face
down deck.
To assemble your supply, take one copy of each card per S symbol in the table. Place those cards in a face up supply.
Remove all the remaining cards from the game.
The US player shuffles the following cards into their starting deck:
• 1 Platoon Sergeant
• 1 Squad Leader A
• 1 Squad Leader B
• 1 Rifleman A
• 1 Rifleman B
• 1 Scout A
• 1 Scout B
• 2 Fog of War
Then the US player places the following cards into their supply:
• 4 Rifleman A
• 4 Rifleman B
• 2 Scout A
• 2 Scout B
• 8 Fog of War
STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C Scout C
Machine Gunner A Machine Gunner A
Machine Gunner B Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar Mortar
Sniper Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S
REMEMBER
Controlling objectives: You control an objective only if you have a control marker on the same tile as the objective
marker, with the control side up. Both sides can’t control the same objective! If you take the Control action on a tile your
opponent controls, flip their control marker back to its scouted side. You can’t take the Control action if one of your
opponent’s combat counters is on that tile.
SETUP
TILES
STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D D S S S D D S S S Rifleman A
Rifleman B D D S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S D S S Scout A
Scout B D S S Scout B
Scout C Scout C
Machine Gunner A D S S Machine Gunner A
Machine Gunner B Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar Mortar
Sniper Sniper
Fog of War D D S S S D D D S S Fog of War
S S S S S S S S S S
REMEMBER
Machine Gunners: This scenario introduces players to the Machine Gunner unit, a powerful addition to any platoon.
This unit has more firepower than Riflemen and Scouts, so it is better positioned to inflict enemy casualties. It is also the
only unit with access to the Suppress action, which trades away inflicting damage for reliably debilitating enemy units.
Enemies out of position or close to capturing vital objectives are good targets for suppression!
SETUP
TILES
REMEMBER
Hunker down: Sometimes the best thing to do is to sit tight and do nothing. You always have the option of returning
a card to your supply instead of playing it, allowing that soldier to find somewhere secure to hunker down and get out of
the action. This is usually most relevant for Squad Leaders of squads that have taken heavy casualties, as their Inspire
and Bolster actions are no longer useful, but you might also consider hunkering down if your platoon is large and unwieldy.
SETUP
TILES
STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C Scout C
Machine Gunner A S S S D S S Machine Gunner A
Machine Gunner B S S S D S S Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar Mortar
Sniper D D D Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S
REMEMBER
Snipers: This scenario introduces players to the Sniper unit, the strongest unit in the game in terms of raw firepower.
Rolling an impressive three dice in attack, Snipers are able to sustain fire that few units can withstand. In addition, their
Stalk action allows this unit to move freely, not requiring the tile to be previously scouted. Thus, the Sniper is able to
operate completely independently.
SETUP
TILES
STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide D Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C Rifleman C
Scout A D S S S S S Scout A
Scout B D S S S S S Scout B
Scout C Scout C
Machine Gunner A S S S S S S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C Machine Gunner C
Mortar D D S Mortar
Sniper S S S S S S Sniper
Fog of War D D S S S D D D S S Fog of War
S S S S S S S S S S
REMEMBER
Mortars: This scenario introduces players to the Mortar unit, a potent piece of mobile artillery. A Mortar is cumbersome,
as it requires a separate Target action just to set up a target space, and needs another Target action whenever it
changes target or moves. However, it more than makes up for this with its excellent range and its effectiveness against
concentrations of enemy forces.
SETUP
TILES
Saint-Lô Breakthrough
Saint-Lô - 24 July 1944
US objective
Operation Cobra was the code name for an Allied
offensive aimed at breaking out of the hedgerows of Control 1 objective point.
Normandy and punching through the German defences.
The operation was set to begin on the morning of 24
July, when hundreds of Allied bombers arrived over
the battlefield. Under poor visibility conditions, many
of the bombers accidentally targeted friendly troops. GERMAN objective
One platoon, forward deployed in preparation for the
assault, was forced to make a hasty withdrawal when
the German forces seized the opportunity to capitalise Pin the US forces (no US
Riflemen on the board).
on the critical bombing error.
REMEMBER
Platoon Guides: This scenario introduces players to the Platoon Guide, a versatile asset in any platoon. The Platoon
Guide lets you respond quickly to any problems that arise, as it is able to move straggling units into position through the
Guide action and bolster any part of the platoon that might need reinforcing.
SETUP
TILES
STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide S S Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C S S Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C S S S S S S S S S S Rifleman C
Scout A D S S D S S Scout A
Scout B D S S D S S Scout B
Scout C S S S S S S Scout C
Machine Gunner A S S S S S S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C S S S S S S Machine Gunner C
Mortar S S S S S S Mortar
Sniper S S S S S S Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S
REMEMBER
Full platoon: This scenario introduces players to accessing any card in the game. This opens up a wide variety of strategies:
do you bring in a specialist attachment like a Mortar team or a unit of Snipers to focus on inflicting casualties on the opposing
forces? Do you instead focus on Machine Gunners, hoping to neutralise your enemies through barrages of suppressive fire?
Or do you bolster your Riflemen and hope to claim important objectives before enemy defences are ready to deal with them?
SETUP
TILES
STARTING INITIATIVE: US
STARTING CARDS: Deck: D Supply: S
US GERMANY
Platoon Sergeant D D Platoon Sergeant
Platoon Guide S S Platoon Guide
Squad Leader A D D Squad Leader A
Squad Leader B D D Squad Leader B
Squad Leader C S S Squad Leader C
Rifleman A D S S S S D S S S S Rifleman A
Rifleman B D S S S S D S S S S Rifleman B
Rifleman C S S S S S D S S S S Rifleman C
Scout A D S S S S S Scout A
Scout B D S S S S S Scout B
Scout C S S S S S S Scout C
Machine Gunner A S S S D D S Machine Gunner A
Machine Gunner B S S S S S S Machine Gunner B
Machine Gunner C S S S S S S Machine Gunner C
Mortar S S S D D S Mortar
Sniper S S S S S S Sniper
Fog of War D D S S S D D S S S Fog of War
S S S S S S S S S S
SPECIAL RULES
Hills: This scenario introduces players to hill tiles, which serve as powerful defensive positions. Hill tiles are
easily recognisable by their variable cover bonus of 3/1. Against most attacks, hill tiles provide a cover bonus of
3, as attackers have a huge disadvantage when attacking uphill. However, if the attacker is also on a hill (whether the same
or another hill) or the attacker is a Mortar, the height advantage is negated and the space only provides a cover bonus of 1.
SETUP
TILES
REMEMBER
Concealment: This scenario presents a serious challenge for the US forces, who need to cross a large stretch of open
terrain with little or no cover against German machine-gun and sniper fire. To find an opening, it may be helpful to use your
Scouts to take Conceal actions to confuse the enemy. This forces your opponent to take Fog of War cards, slowing down
their deck, which may give you the turn or two you need to traverse the dangerous stretch intact.
SETUP
TILES
SPECIAL RULES
Radio intel: In this scenario the US forces have the opportunity to radio critical intelligence back to the division
headquarters. If the US side controls the tile with the radio marker, they may take the Control action while in that space
to increase the value of that tile. To do so, immediately place or swap the objective markers so that the total number of
objective points is increased by 1. There is no limit to the number of times this can be done, but if the German forces control
this tile, they benefit from the increased value. The German forces cannot increase the objective point value of the space.
SETUP
TILES
REMEMBER
Three-pronged assault: No other scenario in the game asks players to simultaneously coordinate all three squads
from the start as in Hill 314. Think carefully about what your overall strategy is going to be, or you might find your deck
too inconsistent and your platoon in disarray. Watch your opponent! If the German forces are bolstering squad A, don’t be
caught off guard with all your defences in a poorly positioned squad C. If the US side brings in a Mortar team, don’t leave
your units bunched up as easy targets!
SETUP
TILES
REMEMBER
Evenly matched: In this scenario, players will find a perfectly symmetric setup, with neither side advantaged in either
their starting decks or their positions on the board. You are given complete freedom in your approach, making it a great
scenario for more experienced players or a perfect climax to a longer campaign!
SETUP
TILES