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HoN - KS exclu Heroes & Gold

Heroes in gold
“ No matter if we send positive waves up to the moon! This engine is toast!”
Kelly, Oddball and the others Right before he gets killed, the plastered prisoner surviving Tiger tank remains firmly positioned,
You probably felt it right from the start. We tells a tale of 14 000 gold bars, neatly stacked in right in front of the bank, blocking the way
drew our main inspiration from the splendid a bank vault, 40 kilometres away, at Clermont-en- to the gold. Kelly negociates with the tank
movie “Kelly’s Heroes” (1970). Somewhat Argonne, well into German lines. commander (Karl-Otto Alberty), who, for a
linked to the movie title, the game was share of the bounty, agrees to fire upon the
named Heroes of Normandie. Kelly wants that gold, so he musters the rest of the bank doors. Once the path is cleared, all rush
Kelly’s band of misfits motivated our platoon, a bunch of stereotypical G.I.’s, able men in to claim the loot. The townfolk, thinking
Hollywoodian, out of the ordinary, angle of but sick and tired of the war. He even convinces the themselves liberated, start to celebrate and
approach towards this game. This Kickstarter very skeptical Sergeant “Big Joe” (Telly Savalas), become even more excited as the rest of the
exclusive is our tribute to these characters. to join. Such a dangerous operation necessitates army arrives, led by General Colt. He is looking
the aid of several more, whilst others jump on the for the brave men who triggered the attack
Here’s a little recap of the movie : bandwagon and eagerly invite themselves along. and now definitely deserve a medal.
It’s 1944 in France, close to the city of Nancy. Enter characters like the anachronical pre-hippie
Kelly (Clint Eastwood), a demoted lieutenant, Sgt. Oddball (Donald Sutherland) who commands
has captured a Colonel of the German a Bohemian looking tank platoon, as well as supply
intelligence service. NCO and cunning hustler “Crapgame”, (Don
Rickles).
When he discovers that the officer is in
possession of a gold ingot, Kelly gets They soon realise their own army will
his captive very drunk to obtain more cause them an equal amount of problems
information. compared to what the Germans have
in store. After an allied fighter plane
mistakes them for an enemy unit and
blows their vehicles to pieces, they are
forced to proceed on foot.

General Colt (Carroll O’Connor), listens in


on their radio messages. Erroneously
believing some of his units
have launched a most
audacious piercing attack
on their own initiative, he
rushes to the frontline.
Being an opportunistic fanatic he
must exploit the situation to gain
personal glory. The artwork on the original movie poster was
made by Jack Davis, a founding member of
Kelly’s men must rush towards MAD magazine (created by Harvey Kurtzman
Clermont-en-Argonne to in 1952).
arrive well before the rest
of their army. They find the A bit of leftover 60’s anarchy and joy mixed
town occupied by three with the World War II theme.
formidable Tiger tanks with A magnificent cast, an excellent director
infantry support. They move (Brian G. Hutton), a splendid script and superb
in, then overwhelm the dialogues all culminated in one movie. How
surprised defenders. could one resist such an amount of talent?
However, although damaged, the one What more could we wish for?

1
HoN - KS exclu Heroes & Gold

Special abilities
Ace Driver over onto its Inactive side. turn.
If the vehicle piloted by an ace driver has If its vehicle is Destroyed, place the unit Inactive
the Move and Fire special ability, reduce the side up in a square adjacent to the wreck. Put a Paint Shell Rounds
penalty by 1. Suppressed marker on it. This is a Forced move. When this vehicle takes a Firing
This special ability can be combined with the action with its Primary weapon
character trait Ace driver to reduce the Move and Loudspeakers and the dice roll is 1, the crew
Fire penalty by 2. The player who has this unit may play made a mistake and loaded a paint shell. No
music during the game. If two units both Damage is dealt but you put 2 Suppressed
Crew have this special ability, the player that markers on the target.
In order to activate this special has the Initiative imposes his choice in music. If an APC or a HE Shell is fired and the dice
ability, the unit must end its move roll is 1, the marker is not expended.
in a heavy or light vehicle. Mechanic
Turn the counter over and leave it The Mechanic can repair Damage on Sniper (complément)
on the vehicle. a heavy vehicle. In order to remove a If a character has a sniper symbol
The unit adds its special abilities to Damage marker, the Mechanic must be on their recruitment tile, use the
those of the vehicle. adjacent to the heavy vehicle. sniper damage table printed on the
The unit does not count against the carrying In the Activation or Supply phase, the Mechanic tile instead of the one in the rulebook.
capacity of the vehicle and vehicles that do can remove any one Damage marker instead of
not have this special ability can only carry taking a Firing action or a Movement action. Tank barrage order
one Crew unit. With the Heroic feat card or using the Heroic This special ability works just as
The unit cannot be targeted by a Firing character trait (or any other rule enabling a unit Barrage Order, but only applies to
action as long as it is inside the vehicle. to act twice), it can move and repair a heavy heavy vehicles of any name. The
In order to exit the vehicle, it absolutely vehicle in the same turn. chosen heavy vehicles may only fire one of
must start its Movement action by turning You can not repair more than one Damage per their weapons.

Clarifications
The character recruitment tiles of this So finally...
expansion do not render previous recruitment Oddball can command a SHERMAN 76 W.
tiles for the same character obsolete. Unless A TIGER is now availble to Otto.
they follow scenario instructions, players are
free to use character recruitment tiles of their CAMPAIN
choice.
The Heroes and Gold tiles are alternative These scenarios are to be played in the right
sequence. They represent the four battle
versions that have a higher army point cost
scenes shown in the movie. The outcome of
due to extra recruitment options. some missions may effect later ones.
Many players made justified remarks about
the use of the correct tanks.

2
HoN - KS exclu Heroes & Gold

SCENARIO 1 - BRIEFING

IT’S STRAIGHT AHEAD! move. The first obstacle is tiny


. We only need to pass a village occupied by Germans.
Nothing too
This is it, the convoy is on the
bad... All in all...
The expansion Sainte-Mère-Eglise is
1- BATTLEFIELD AND DEPLOYMENT required to play this scenario.

SM4-A SM3-A SM2-A

Geman
deployment zone

2- COMPOSITION OF THE ARMIES

+0
3 +0 6 X

+1
4 +2 6 X

3- SETUP 4- PARTICULAR INFORMATION


The game is played in 6 turns.
Remove, from both decks : all Artillery and Dark night rules apply.
Aviation, Don’t stop, Precision, Ram, The American player must succeed in exiting at least two vehicles
Repairs, Weak point, (Greyhound, halftrack, or jeep) through the square marked with a red
from German deck : Hit and run, It arrow.
bounced right of it. For this scenario, the wrecks are considered as difficult passages.
Vehicules can pass over them but must stop.
The German player deploys first in the appropriate
deployment zone. Turns 1, 3 and 5
At the end of the Activation Phase, the player with
The Americans enter through the squares marked initiative places a blue blast pattern anywhere on the
with a green arrow, in the Activation Phase with an map and rolls the die to check for dispersal.
order or during the Supply Phase.
The US player doesn’t have to send in all troops on
the first turn. 5- VICTORY CONDITIONS
The US player has initiative. US victory : The US player wins if at least 2 vehicles exit the
Place the US marker on turn 1. board by the end of turn 6.
Major US victory if 3 or more vehicles exit the board.
Each player draws 4 cards. German victory : The German player wins if none of the
American vehicles exit the board before the end of turn 6.
CAMPAIGN Any eliminated characters will be present in the next
scenario if they are listed in the Composition of the armies.
3
HoN - KS exclu Heroes & Gold
SCENARIO 2 - BRIEFING

RIDGE
POSITIVE WAVES ON A MINOR B found resting behind the lines, Oddball tries to cross the rive
r in order to join Kelly (Clint).
Aided by a regimental band are playing quite a different tune
Across the river, the Germans

Le River set et l’US army box sont nécessaires


1- BATTLEFIELD AND DEPLOYMENT pour jouer ce scénario.
R3-B R4-B R2-A

German
deployment zone

C3-A C6-B C2-A

US
deployment zone

2- COMPOSITION OF THE ARMIES

4
HoN - KS exclu Heroes & Gold

3- SETUP
Choose 1 bonus tactic at random and place it on the map. 4- PARTICULAR INFORMATION
The game is played in 6 turns.
Remove from American deck : all Artillery and Aviation,
Surprise, Weak point. The American player must control the main
objective before the end of turn 6.
The game ends as soon as the American
Remove from German deck : all Artillery and Aviation, player controls the objective or at the end
Booby trapped, Don’t stop, Hit and run, of turn 6.
It bounced right of it, Precision, Ram, Repairs,
Surprise. 5- VICTORY CONDITIONS
Both sides deploy in their appropriate deployment zones. US victory : The US player wins if he
controls the main objective before the end
The German player deploys first. of turn 6.
German victory : The German player
The American player has initiative. wins if the US player does not control the
Place the US marker on turn 1. main objective before the end of turn 6.
The American player draws 4 cards. CAMPAIGN Any eliminated characters will be
The German player takes one Sneaky shot card, then draws three present in the next scenario if they are listed in the
more cards. Composition of the armies.
Put all surviving tanks, except Oddball, to the side
for the final scenario. They are mentioned in the Composition of the
armies under campaign.

5
HoN - KS exclu Heroes & Gold
SCENARIO 3 - BRIEFING

EFFICIENT IN LAYING OUT A MINE FIELD...


ARE YOU e destroye d by an America
have walked straight into a min
n airplane, Kelly and his gang stuck in the field.
efield. Whilst
After their vehicles wer athed some are still
get themselves out of there unsc
most of the men managed to as the arrival of a German convoy is a more urgent affair.
For now they can’t be helped
Battleground set #1 and the mines of gazette #1
are required to play this scenario.
1- BATTLEFIELD AND DEPLOYMENT Mines and rules for them can also be downloaded from the DPG website.
BS5-B C4-B C2-A

BS6-B C6-B BS4-B


German deployment zone

US deployment zone

2- COMPOSITION OF THE ARMIES

1: ...
2:
3-4 :
5:
6:

6
+0
+1 3 +0 6 X
4 +2 6 X
3- SETUP 4- PARTICULAR INFORMATION
Choose 2 bonus tactics at random and place them on the The game is played in 6 turns.
map.
Remove, The goal of the German player is to eliminate the
from both decks : all Artillery and Aviation, Booby Support Group in the field
trapped, Precision, Ram, Repairs, Surprise, and as many American units as possible before the
from American deck : Don’t stop, Hit and run, It end of turn 6.
bounced right of it. The goal of the American player is to eliminate at
least one more unit
than the German player.
The German player deploys ALL units in the appropriate deployment
zone. 5- VICTORY CONDITIONS
Infantry units can be placed inside vehicles.
German victory : The German player wins
The American player deploys in the appropriate if the Support Group and at least 3 other
deployment zone. American units are eliminated before the end
The Support Group is placed in the wheatfield on BS- of turn 6, unless the Americans eliminate
6B as shown on the map. more units than the Germans.

The American player has initiative. US victory : The US player wins if he


Place the US marker on turn 1. eliminates at least one more unit than the
German player.
Each player draws 4 cards.
CAMPAIGN Any eliminated characters will be present in the next
scenario if they are listed in the Composition of the armies.

7
HoN - KS exclu Heroes & Gold
SCENARIO 4 - BRIEFING

WE’VE GOT A BANK TO ROB...


The bank is in sight. The gang slips quietly into Clerm ont to take up positions. Impo
ssible for Oddball to appear in
. Whilst this noise mask s the rumb le of Oddb all’s
silence with his Sherman. They
tank
wait
, he rolls into town. As general
untered
Tigers to run the engines warm l monsters, eliminate any enco
until the Germans start up the to do but to take out the meta
approach ing fast, ther e’s no time to waste. Nothing left e! Piec e of cake ....
Colt and the army are up the crates and Skedaddl
bank doors, find a truck, load
infantry resistance, open the
The expansions, Carentan, Sainte-Mère-Eglise,
Wittmann and the US Army box are required to play
this scenario.
If you don’t have Bill Furlong, use a US paratrooper
1- BATTLEFIELD AND DEPLOYMENT sharpshooter as replacement.
SM1-A SM3-A CA3-A

SM2-A CA2-A SM4-A

6 X
+0
D

+1
4
C

la Fière 01

corebox

la Fière
grange corebox

corebox

C2-B CA4-A C3-A

8
HoN - KS exclu Heroes & Gold
2- COMPOSITION OF THE ARMIES

+0
3 +0 6 X

campaign campaign

+1
4 +2 6 X

campagne

Campaign
Any US tanks marked
CAMPAIGN can only be
deployed if they survived
scenario 2.
The Panzerfausts marked
CAMPAIGN are granted to
the German player if the
American player starts with
+0
+2 4 +1 6 X
3 +4 6 X +0
4 +1 6 X

3 tanks.

3- SETUP a gold crate and spend 1 movement point to pick it up.


Dropping a crate costs no movement points.
Remove, from both decks : all Artillery and Aviation, Otto
Precision. Otto has orders to protect the bank. He can’t leave zone A.
Only after the Tiger was dealt at least one type of damage,
Place 2 piles of 4 gold crates in the bank Clint or Big Joe must end their movement adjacent to
(city hall on CA3-A) as shown on the map. the tank in order to make Otto change sides. He is now
controlled by the American player and 1 gold crate loaded
Position the 2 German SDKFZ as indicated on the map. into an SDKFZ is set aside at the end of the game.
It’s pointless to make a deal when the tank menace is
Otto is installed inside his tank in German deployment zone A, the gone. If the Tiger ends up destroyed, Otto does not get a
Ostruppen start in zone B, Von Ballot in zone C. Park the Tiger next gold crate.
to the church as shown on the map. This tank can not be activated until Tiger tanks and narrow spaces
Von Ballot has boarded it. If a Tiger tank is positioned in a
narrow space, then the firing arc of
Other German units are deployed in zone D. it’s main gun is reduced to 45° facing
to the front. Take the center of the
The American player positions Bill Furlong turret and the marks on the side of
way up in the bell tower, Cowboy on the first the vehicle counter to visualize the
floor. Big Joe, Crapgame and Kelly (Clint) are firing arc.
placed in the US deployment zones. All the green zones on the map are narrow
The other American units enter through the spaces.
squares marked with a green arrow, in the Turn 6 : The American player must control the main
Activation Phase with an order or without an objective before the end of turn 6. If he fails to do so the
order during the Supply Phase. game ends as a German victory.
Once the objective is under control, an SDKFZ must be
The American player has initiative. positioned next to the bank, to be loaded with as many gold crates as
possible.
+1
4

Place the US marker on turn 1.


+2 6 X

Both players draw 4 cards. 5- VICTORY CONDITIONS


4- PARTICULAR INFORMATION US victory : The US player wins the game and the campaign
The game is played in 8 turns. if at least 3 gold crates are loaded before the end of turn 8.
Minor US victory if 3 or 4 crates are loaded.
The American player must load up as many crates as possible before the
end of turn 8.An SDKFZ can only be destroyed if it’s controlled. One unit Normal US victory if 5 or 7 crates are loaded.
or hero must be on board to control and drive an SDKFZ. Any unit or hero Major US victory if 8 crates are loaded.
is allowed.
A single hero alone on board the SDKFZ acts as driver only and can not If Otto has joined Kelly, 1 crate is subtracted from the score.
shoot the vehicle’s MG. Several persons are required on board to drive
and shoot.
Picking up a crate doesn’t end movement. A unit must be adjacent to 9 Any other result is a German victory.

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