The Cadets of Saumur

The Cadets of Saumur (Overlord Map)

“Let me give it to you straight, boys—back in ‘39, before the big show kicked off in Europe, there was a damn fine brawl brewing out east along the Khalkhin-Gol River. The Soviets, under that iron bastard Zhukov, took on the Japanese who were itching for a scrap in the borderlands.

Those Russians didn’t just trade blows—they went for the kill. They wrapped the Japanese 23rd Division up tight in a steel trap—tanks on the flanks, artillery in the rear, and air power pounding them into the dirt. No escape, no second chances—just one big, smoking ruin when the Red Army was done.

The result? The Japanese learned a lesson in modern warfare and didn’t forget it, and Zhukov walked out of there with a reputation as the man who could gut an enemy army whole. That’s how you fight a battle, boys—encircle, crush, and leave nothing but wreckage behind!

~~ General Howitzer

Timeline of the Battle:

  • June 17, 1940
    German forces approach the Loire River as French defenses collapse elsewhere. Cadets at Saumur are ordered to hold the bridges.

  • June 18, 1940
    The cadets and their instructors begin preparing defenses, mining bridges, and setting up strongpoints.

  • June 19, 1940
    German troops launch assaults to seize the Saumur bridges. The cadets, though heavily outnumbered, fiercely resist throughout the day and destroy bridges to slow the advance.

  • June 20, 1940
    After holding for two days and inflicting delays on the Germans, the cadets receive orders to withdraw. German forces occupy Saumur later that day.

12 VP’s

Card Balance:

Allies (France) – 8

Axis – 10

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1940

Theater:

Western

Campaign:

Codename:

Summary:

Objectives:

12 VP’s with two Permanent Medal Objectives for the Axis.

Battlefield:

Countryside with many rivers, railroad,  and towns

Troops:

Allies  – 17 Infantry, 2 Armor, 3 Artillery

Axis  – 20 Infanty, 3 Armor, 3 Artillery

 

Allied Strategy:

1.  

Axis Strategy

1.  

Battle Reports

0
BR - Cadets

Author:

Days of Wonder

Link:

Resistance on the Scheldt

Escaut - Schelde: Resistance on the Scheldt

Escaut _ Schelde -Resistance on the Scheldt_small

May 1940—Belgium. The Ghent bridgehead’s gone, the line’s buckling, and the enemy’s coming fast. But those Belgian boys? They didn’t flinch. They stood tall along the Upper Scheldt, and by God, they fought like hell.

May 20th, the Germans tried to cross near Gavere and Oudenaarde, slipping through the Scheldt loop. But the 10th Belgian Infantry Division wasn’t having it. They hit back hard at Zingem, backed by dead-on artillery, and shoved the enemy right back across that river like yesterday’s garbage.

Meanwhile, the British Expeditionary Force was dug in south of Oudenaarde, watching the flank all the way to the French border. And when it came time to blow the bridges? They did it right—every span destroyed, nothing left for the Nazis to use. That’s how you do a withdrawal—scorched and smoking.

But the Germans weren’t done. After licking their wounds at Zingem, they regrouped behind the Koppenberg and came back swinging on May 21—infantry, Luftwaffe, and the river running low enough to wade. Despite a hell of a stand by the Brits, the Krauts got a foothold. That foothold became a push—toward the Lys, toward the coast, toward the final stand.

May 28, King Leopold III surrendered. Belgium was down—but not for lack of courage.

You want to talk guts? Talk Zingem. Talk the Scheldt. Talk men who held the line until the last minute. The field was set, the players were in position, and history came charging through the smoke.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

Belgium

Year:

1940

Theater:

Western

Campaign:

Codename:

Summary:

Objectives:

    6 VP’s, plus Exit Rows for Axis; a town medal for Allies, and a Permanent Medal if the Allies blow up two bridges.

Battlefield:

    Countryside with a river cutting across the field.

Troops:

    Allies – 9 Infantry, some with machine guns, 1 Artillery

    Axis – 9 Infantry, some with machine guns and mortars , 2 Armor, 1 Artillery

 

Allied Strategy:

1. 

Axis Strategy

1. 

Battle Reports

0
BR - Schelde

Author:

Originally prepared for Belgium 2022; also used in The Finest Hour Open, Chicago 2025

Link:

View

Valkenburg Airfield

Valkenburg Airfield

The Battle for Valkenburg Airfield (May 10–14, 1940) occurred during the German invasion of the Netherlands at the start of World War II. The airfield, located near Valkenburg in South Holland, was a key target for German forces as part of their broader plan to quickly secure control over the Netherlands.

German paratroopers and airborne troops launched a surprise attack, landing at and around the airfield. However, the airfield was incomplete and unsuitable for heavy aircraft, causing damage to many German planes upon landing. Despite this, the German troops initially managed to capture the airfield and establish a foothold.

Dutch forces launched determined counterattacks to retake the airfield, engaging in fierce fighting. The incomplete state of the airfield and the strong Dutch resistance, including effective use of artillery, hindered the Germans’ ability to reinforce their position. After several days of intense combat, Dutch forces were unable to fully regain control, but the German position at Valkenburg became irrelevant as the broader campaign concluded with the Dutch surrender on May 15, 1940.

The battle demonstrated both the challenges of airborne operations and the resilience of the Dutch defenders during the German blitzkrieg.

6 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

Netherlands

Year:

1940

Theater:

Western Front

Campaign:

Summary:

Objectives:

6 VP’s

Terrain:

Troops:

Allies – 

Axis – 

 

medal allies

Allied Strategy:

medal axis

Axis Strategy:

0
BR - Valkenburg Airfield

Author:

jdrommel 

Link: View Here

Breakthrough to Gembloux

Breakthrough to Gembloux

Historical Background

The Breakthrough to Gembloux was part of the early German invasion of Belgium during May 1940, in the larger Battle of France. German Panzer divisions advanced through central Belgium aiming to break Allied lines near Gembloux, where French forces had fortified positions in the so-called Gembloux Gap—one of the few tank-suitable areas in the region.

Fierce fighting erupted between German armored units and French mechanized divisions, resulting in one of the few early confrontations where French forces held their ground and inflicted significant tank losses. However, the battle was ultimately bypassed when German forces broke through further south in the Ardennes, rendering the defense of Gembloux strategically moot.

General Howitzer summarizes:

At Gembloux, the French finally stood their ground and gave the German Panzers a bloody nose—one of the rare times early in the war they didn’t fold. But while they were trading blows up north, the real storm came through the Ardennes. The fight was solid, but it ended up guarding the wrong damn door.

VP’s

12 VPs

Card Balance:

Allies – 5

Axis – 6

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

France 

Date:

May 13, 1940

 

Theater:

Western

Campaign:

The Battle of France

Codename:

Summary:

Objectives:

12 Victory Points, plus one Exit by an Axis unit

Battlefield:

Deep breakthrough battlefield with countryside terrain

Troops:
Allies – 8 Infantry, 7 Armor, 1 Artillery

Axis –  10 Infantry, 8 Armor, 2 Artillery

Allied Strategy:

1.  If you want to have any hope of holding out against the Germans, as the French did for two days historically, you will need to hold the line right at the beginning with the three towns on row 13.  Get your armor up their to reinforce your infantry.  The Axis have overwhelming force, so if you retreat, they will be able to pick you off one by one. Make your stand immediately!

2.  Once you get pushed back, the final victory medal for the Axis has to come through escaping on the hex at K1.  Guard that with your armor and infantry, and you have some hope of gaining another medal. 

Axis Strategy:

1.  Remember that no matter how many Allied units you destroy, you will have to get one of your units out the exit row at the end of the battlefield.

Battle Reports:
(percentage of Allied victories)

 

4
BR - Breakthrough to Gembeloux

Author:

jdrommel

Link:

Gallabat & Metemma

Gallabat & Metemma

The Battle of Gallabat and Metema was a significant engagement in the East African Campaign of World War II, taking place in February 1940. The battle occurred between Allied forces, primarily made up of British and Indian troops, and Italian forces in Ethiopia, near the borders of Sudan and Ethiopia.

General Howitzer summarizes:
We hit Gallabat hard in ’40, punched through and took the damn fort—looked like the start of a fine push into Italian turf. But the bastards had the skies, and their bombers kept pounding us. With no cover from the air and stiff resistance on the ground, we had to pull back. Hell of a fight, but not every swing lands the knockout.

4 VP’s

Card Balance:

4 – 4

Complexity:

3

Conditions:

Countryside

Location:

East Africa

Year:

1940

Theater:

Mediterranean Theater

Campaign:

East Africa Campaign

Codename

Summary:

Objectives:

A short 4-medal game; no territorial medals.

Battlefield:

The Gallabat scenario has a river going down the center which seriously blocks troop movement between both sides. Therefore it is almost like two separate battles so plan your movements carefully.

Troops:

Allies 6 Infantry, 2 Armor, 1 Artillery

Axis – 6 Infantry, 1 Artillery

Allied Strategy:

1. For Allies, the troops on the right section should be moved into play only when you have enough movement cards to quickly get you next to the town for attack. The wire surrounding the town will decrease your attack power, so you will need a full set of cards to continue the attack.

2. You only need 4 medals to win. There are three heavily defended Axis units on the left side. With your armor and artillery, you should be able to weaken or destroy them, leaving just one unit medal to win on your right flank.

Axis Strategy:

1.  Your units are heavily defended with sandbags and town and wire protections. This should give you the time you need to assemble a collection of attack cards.

2. Your artillery is centrally-placed. If you can move it forward a bit, do it. Then use it well to take out any forces that attempt to approach your forces.

DoW Battle Reports (percentage of Allied victories):

59%

22
BR - Gallabat

Author:

Days of Wonder

Link:

 

Counter-Attack at Arras

Counter-Attack at Arras

Counter Attack at Arras

The Counterattack at Arras occurred on May 21, 1940, during the Battle of France in World War II. It was a British and French counteroffensive aimed at halting the rapid German advance during the Blitzkrieg.

Launched by British forces (the 1st Army Tank Brigade and elements of the 50th Infantry Division) and supported by French infantry, the attack targeted German positions around Arras, where General Erwin Rommel’s 7th Panzer Division was advancing. The Allies hoped to disrupt German momentum and relieve pressure on retreating Allied forces.

The counterattack initially achieved surprise, with British Matilda tanks proving highly effective against German anti-tank weapons. However, the Germans quickly regrouped, bringing in heavy artillery and air support to repel the attack. The Allies were eventually forced to withdraw due to superior German numbers and coordination.

General Howitzer summarizes the battle’s impact:
The counterattack didn’t win the day, but it sure kicked sand in the Germans’ gears and bought the time we needed to pull our boys out at Dunkirk. It was a hard lesson in early tank warfare—fast and mean, but still full of cracks if you knew where to hit.

Background

6 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1940

Theater:

Western Front

Campaign:

Battle of France

Codename:

Operation Frankforce

Summary:
This scenario has a set of hills on one flank, and a row of forests on the other flank, with a three-hex town in the center. It is around these obstacles that the battle ensues.

Objectives:

Six VP’s, so strategy comes into play; not just tactics.

Battlefield:

Countryside with the three-hex town of Arras in the center.

Troops:

Allies, 6 Infantry, 5 Armor, 1 Artillery;

Axis, 9 Infantry, 6 Armor,1 Artillery

Allied Strategy:

1.  Axis is very close to Arras, and may secure it quickly. So use your flanks to provide more lucrative avenues of attack. The ridgeline of trees on your left flank give your infantry, and especially your armor great cover to attack the enemy.  On your right flank, secure it with both infantry and armor. Don’t leave infantry behind.

2.  Move your artillery forward one row to have better hit strength on the entire town of Arras.

Axis Strategy:

1. Your Axis forces begin the scenario very close to Agny. Seize control of the town so that the enemy will have to pay dearly to gain it.

2. There is a path between the forest on your right flank. Seize the town at the end of it, to challenge any forces which may attempt to come through the pass. And as the cards allow, use it yourself to attack the enemy armor at the end of that pass.

3.  Move your artillery forward at least one row to gain more dominance in the center section.

4.  Remember that as Axis in this scenario, blitz rules are in effect, so you can use a Recon card to call in an airstrike against adjacent units. This is most useful in the beginning when the Allied forces are still lined up agains the back border. The Axis airpower only drops one dice per hex, but since it is a six VP game, this kind of softening up of the enemy in the beginning can pay dividends later on.

12
BR - Arras

Author:

Days of Wonder / RBorg

URL