Sidi Rezegh Airfield

Sidi Rezegh Airfield

scenario_SidiRezeghAirfield_start

“Listen up, boys! Back in November ‘41, the battle for Sidi Rezegh Airfield was one hell of a dust-up in the North African sands. The South Africans and the British 7th Armoured Division—those Desert Rats—were gunning to knock the Axis on their heels and bust open that siege at Tobruk.

The Germans and their Italian pals weren’t about to give up that airfield without a fight. Our boys slammed into those anti-tank guns and Panzers like a battering ram, and at first, they made some headway. But Rommel, that desert fox, came roaring back with his own counterattack, and it turned into a slugfest—blood, sweat, and tanks grinding it out in the sand.

In the end, the Brits had to pull back from the airfield, but they gave Rommel a bloody nose and knocked his supply lines out of whack. And don’t forget—Operation Crusader didn’t end there. That airfield scrap was part of the bigger plan that finally lifted the siege of Tobruk and turned the tables in North Africa.

So remember this, men: sometimes you take a few lumps, but you keep punching, and that’s how you win the war!

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1941

Theater:

Mediterranean

Campaign:

Operation Crusader

Summary:
This desert scenario has a roadway passing through two sections cutting at an angle, blocked by escarpments. This is a tank battle ‘mano-a-mano’ and in many cases the attacker with the early momentum can gain the upper-hand and win.

Objectives:
This is a 5 VP game, and since it is a tank battle will go very quickly. The Axis begins with one point already, thanks to their control of the airfiled. 2.

Battlefield:
The field of play is all desert, with an escarpment and road running at any angle through much of the right flank. The small opening between escarpments is where the Axis will have to attack. The British can attempt to use the road for rapid progress towards the top of the map where the airfield lies.

Troops:
The Axis begin with an armor and mobility advantage to their side. The British also have no infantry, so some of infantry command cards will be converted to sigle armor unit commands.

🔥 Winning as Allies

1. Allies need to remember that because of North African Desert rules, your armor can only move two hexes, while Axis can move three. Watch your armor placement carefully to avoid a series of close assault attacks.

2. The Allied armor begins in a congested formation with several units having no retreat options. This places the Allies in a position, since they move first of attacking the Axis armor immediately, before they are attacked – while they are still pinned against the back border – by the three-hex moving Axis units. So even if the card do not allow you to move a lot of units, you simply must attack and get your forces forward.

3. The British will need to attack an overwhelming tank force which has greater mobility than them (3 hex moves vs. 2 hex moves). In order to do this, it may help to threaten an attack on the airfield, thus diverting some Axis armor resources towards defense of said airfield.

🔥 Winning as Axis

1. Axis begins with one victory medal for the airfield. As long as they hold the airfield, they keep the medal. So part of Axis’ considerations and planning must not only include the outright attack on the Allies in the sand, but also thought must be given to defending the airfield. Do not allow the Allies to distract you, while they prepare for an assault against it.

Battle Reports

(percentage of Allied victories):

28%

Scales-Axis-Weighted
34
BR - Sidi Rezegh

Author:

Days of Wonder

Link:

Russian Breakout

Russian Breakout

The Russian Breakout of 1941, often referring to Soviet counteroffensives following the initial German advance during Operation Barbarossa, marked a desperate but determined attempt by the Red Army to halt the Wehrmacht’s momentum. After suffering massive losses and encirclements, Soviet forces launched breakout attacks—particularly around Kiev, Smolensk, and later Moscow—aimed at escaping German pockets and stabilizing the front.

General Howitzer:
The Russians took one hell of a beating in ’41, but instead of folding, they came out swinging—fighting their way out of pockets around Kiev, Smolensk, and Moscow. It was messy, bloody, and half-mad, but it stalled the German steamroller just long enough for winter to slam the door. That breakout didn’t win the war—but it sure as hell kept them in it.

6 VP’s

Card Balance:

Russian – 4

Axis – 6

Complexity:

2

Conditions:

Countryside

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Barbarossa

Codename

Summary:


This scenario begins with both forces arrayed across the battlefield and ready to engage in warfare. If the Russian forces are able to break through to the other side, they can gain a VP for each unit that escapes the battlefield.

Objectives:

Battlefield:

Troops:

Allies – 10 Infantry, 2 Armor, 2 Artillery

Axis – 5 Infantry, 6 Armor, 3 Artillery

🔥 Winning as Allies

1.  As the Russian commander, you are hindered by needing pre-approval on almost everything from the Political Commissar. This will make your card management – responsiveness – much more difficult.  You will need to arrange your forces to maximize mobility, and preserve the multi-sectional and Tactics cards for when you are in a real emergency.

 2.  You are outnumbered in every section except the center, where although you have more units the enemy has more fire-power with three armored units to your one.  But the enemy artillery in the right flank is not protected by the woods, so is a bit weaker. If you have the cards for a breakout on the right, you should pursue it.

3.  Many of your infantry are exposed on the open countryside right in front of the enemy armor. If you can get some of them into the woods, to give your artillery and armor time to weaken the enemy, then your infantry can come out to play shortly thereafter.

4. However, if you get a great set of cards, like Infantry Assault, or center section Assault, you absolutely can overwhelm the armor by your sheer numbers.  If you can get right next to armor with infantry, you are rolling 3D’s, just like them.

🔥 Winning as Axis

1.  Big picture strategy for you is that you have overwhelming armored force, and you should use it before you get overwhelmed by the enemy infantry.

2.  You need to prevent the enemy from forcing their way through your lines to the exit row.

Scales-Axis-Weighted
21
BR - Russian Brkout

Author:

Days of Wonder

URL

Pruzana

Pruzana

The Battle of Pruzana, part of the larger Eastern Front conflicts in World War II, took place in the area around Pruzana (now in Belarus) during Operation Barbarossa, the German invasion of the Soviet Union, in 1941. German forces, advancing rapidly through Soviet-held territory, encountered Soviet resistance in Pruzana as part of the initial Soviet defenses against the Axis invasion.

5 VP’s

Card Balance:

Allies – 3

Axis – 6

Complexity:

2

Conditions:

Countryside

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Operation Barbarossa

Codename

Summary:

Objectives:
Five VP’s; no Objective Medals.

Battlefield:
The principle feature of the Pruzana scenario are the two tree lines intersecting the battlefield in both a horizontal and a diagonal pattern, providing great cover for both sides.

Troops:
Russians – 7 Infantry, 3 Armor, including one T-34, 1 Artillery.
Axis – 6 Infantry, 6 Armor, 1 Artillery

🔥 Winning as Allies

 

1.  The Allies can win this one by staying behind their sandbags and resisting and attacking the the Axis forces as they get near.

2.  Make good use of your artillery to degrade the enemy forces as they approach.

3.  Possible Attack Vector:  If you get the cards and are able to bring your Armor around both sides of the center woods, you can sometimes catch the Axis in the center, and then pummel them with your Infantry in the woods, followed by your Armor.  It can create a real kill box in the center, with the right set of cards.

🔥 Winning as Axis

1.  As Axis, you need to be wary of the enemy artillery right in the center of the battlefield.  It will be able to strike much of the field of play. So if you get an early Barrage, or Air Power, take it out as soon as you can.

2.  The big picture strategy is that until the enemy artillery is taken out, your best attack strategy is to move up each flank away from its full power attacks, at the same time as you use your armor to take out the infantry in the woods.

3.  You can use your armor to do long distance degrading of the enemy forces, until they are at a point where your infantry can make an assault across the open fields.

4.  Use your artillery on the right flank at every opportunity.

28
BR - Pruzana

Author:

Days of Wonder

URL

Lipovec

Lipovec

scenario_Lipovec_start_Axis

July 22nd, 1941—Lypovec. Operation Barbarossa was tearing into the Soviet Union, and here came the Slovak Mobile Brigade—five thousand men, 43 tanks, and 123 artillery guns—charging into their first real scrap against the Red Army.

They smashed into General Tkachenko’s 44th Rifle Division—some fresh, some worn ragged—but the fight was no parade. The Slovaks had spirit, but their tanks ran thirsty, and fuel was scarce. They pushed into the town, only to be hammered by furious Soviet counterattacks.

What saved them? The guns. Artillery thundered, covering their retreat and keeping the whole affair from turning into a disaster. In the end, the Slovaks learned the hard truth—courage and machinery mean little without supply and strength in numbers. Against a seasoned, determined foe, they were blooded, beaten back, and reminded that war is unforgiving to the unprepared.

~~ General Howitzer

6 VP’s

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

Ukraine

Year:

1941

Theater:

Eastern Front

Campaign:

Operation Barbarossa

Codename

Summary:

The dominant factors in the Lipovec scenario is the river going across the battlefield, and the two artillery units safely ensconced in each of their own city hexes.  The Axis win most encounters in this scenario, primarily due to the skillful use of their Armor.

Objectives
Six VP’s. No medal objectives

Battlefield
The battlefield is split horizontally by the River Szob, which is a fordable river. There is also one bridge crossing.

Troops:
Allies – 10 Infantry, 2 Artillery
Axis – 10 Infantry, 3 Armor,  1 Artillery

🔥 Winning as Allies

1. The Allies begin the round with three forest hexes deep into Axis territory, controlled by sandbagged infantry. This presents an early point of attack, and becomes the locus of the seesaw battle for control. Take advantage of those forward points and attack as quickly as possible at the Axis enemy pressed up against the battlefield barrier. For every flag thrown against a unit against “the wall” will be counted as a hit. This increases your chance of getting a hit by 17% for each unit.

2.  Allies have two artillery vs. the Axis’ one. So take advantage of the long-range hits available to you. The central artillery has reach of most of the battlefield. Use it.

3. As defenders in this game, unless the cards clearly dictate otherwise, you can wait across the river for the Allied attack, and then hit them when they are paused at the Szob River.

🔥 Winning as Axis

1. The enemy begins with control of three hexes on the Axis side. So Axis will have to target the enemy incursion hex by hex to push him back. Unless Axis is given a great set of cards for a flanking attack, they will want to clear all enemy troops on their side of the river before trying to cross over.

2. You have six infantry units on your left flank. They can approach the enemy under the cover of the forest and hills, to get very close for the attack.

3.  Axis have an overwhelming advantage with armor.  Put them into action by dealing with the infantry hiding in the forest hex center seciton.

4.  The enemy Artillery in the center on third row is a problem.  A direct attack is going to be costly. Wait until you get some powerful attack cards like Barrage, Airpower, BEH, TFH, or Firefight, then attack it. Either destruction or retreat flags will give you some breathing room to attack the enemy on the flanks.

5.  Plan of Attack:  Eliminate the forward central Infantry, while moving up along both flanks to soon attack the other two forward Infantry in each section.  Use your Armor as much as possible, but watch that you do not get in range of the enemy Artillery in the center. Once the enemy Infantry units are gone, the left section across the river provides the best attack vector, as it is further from the two enemy Artillery.  You will have to moderate and adjust this plan as cards allow.

18
BR - Lipovec

Author:

Days of Wonder

URL

Hellfire Pass

Hellfire Pass

Hellfire Pass was the kind of battleground that earns its name the hard way. In June 1941, on that blasted strip of desert between Egypt and Libya, British and Commonwealth troops dug in on the heights while Rommel’s Afrika Korps came at them like wolves scenting blood. That pass wasn’t just a notch in the ridgeline — it was the key to the whole frontier, a gate that controlled who moved and who stalled in the desert war.

The Germans hit fast, hit hard, and kept hitting, using tanks, guns, and every trick they had to crack the British line. And the men holding that ridge fought with grit, firing until their barrels burned and their positions were blown apart around them. They didn’t stop the Axis forever, but they made the enemy pay for every yard and bought precious time for the larger fight ahead.

Hellfire Pass proved a simple truth: when you stand your ground on the high ground, and you fight like you mean it, even the best the enemy has can’t roll over you without bleeding for it.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

3

Conditions:

Desert

Context:

Historical

Location:

Egyptian – Libyan border

Year:

1941

Theater:

North Africa

Campaign

Codename:

Operation Battleaxe

Summary:

Hellfire Pass begins with the Axis dominating over two-thirds of the battlefield. The challenge for the Allies is to break through to the exit hexes, if they can make it through Hellfire Pass.

Objectives:
Six VP’s, plus the Allies have exit hexes for additional Objective Medals

Battlefield:
Desert with the Halfaya Pass through which the battle takes place. Much of the battlefield is lined with Axis mines, which will slow the advance of the Allies.

Troops:
Allies have 9 Infantry, and 5 Armor.

Axis have 8 Infantry (including two Anti-tank units), 2 Armor, 2 Artillery

🔥 Winning as Allies

1.  Allies have a numerical advantage in the center, of 3 Infantry, and 5 Armor. However, the Axis have a row of mines, and two artillery defending the section.  So Allies will need a good set of cards which provide for rapid advance, and a Barrage or Airpower card to attack the artillery would definitely help.

2. Because this scenario has an escape option for the British, speed is paramount. So remember that units which begin on the road are able to travel one extra hex.

3.  The Allies have a significant armor advantage of 5 – 2.  Use their attack and mobility to your advantage.  Some of them begin the scenario trapped behind infantry, so you need to get them out and into the game.

🔥 Winning as Axis

1.  Initial plan for the Axis is defensive. Stay behind the sandbags and mines which you have set up.

2.  There are two Infantry units on your left flank which have no retreat.  Some lucky one-shot dice hits can quickly cut their firepower in half.

3. Your Armor has mobility, and are at the ready to defend against a flank attack on either side, or do a quick run up the road to defend the center section.

4. Your Artillery is well-positioned, but the enemy starts at the one-dice hit range.  It may be wise to wait a turn or two until they advance forward one row and then come within range of two-dice hits.

Battle Reports

(percentage of Allied victories):

48%

18
BR - Hellfire

Author:

Link:

Gates of Moscow (Typhoon)

Gates of Moscow (Typhoon)

scenario_GatesMoscow_start

Operation Typhoon was the German military campaign to capture Moscow during World War II, launched in early October 1941 as part of their broader invasion of the Soviet Union (Operation Barbarossa). The offensive aimed to deliver a decisive blow by taking the Soviet capital before winter set in.

German forces, under Field Marshal Fedor von Bock, advanced with two large army groups and made initial gains, encircling and destroying significant Soviet forces. However, stiff Soviet resistance, logistical challenges, and worsening weather slowed the German advance. Muddy conditions in October, followed by the onset of harsh winter, further hampered their progress.

By December ’41, the Germans thought they had Moscow in their grip—but Zhukov and his Siberian wolves had other plans. Hardened for winter, those Red Army troops stormed forward in a counteroffensive that drove the Wehrmacht off the city’s doorstep. It was the first time Hitler’s war machine got its teeth kicked in, proof that Blitzkrieg had limits when it slammed into a determined foe with steel in its spine and snow in its veins.

~~ General Howitzer

7 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity: 

4

Conditions:

Urban

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Barbarossa

Codename:

Operation Typoon

Summary:

The Gates of Moscow is a complex scenario which results in a brutal battle with many digital ‘casualties’ on both sides.

Objectives:

7 VP’s, including two Objective Medals for Axis

Terrain:

Frozen field with Kaluga river cutting vertically and a ridge of hills cutting across horizontally.

Troops:

Allies – 10 Infantry, 2 Armo, 2 Artillery

Axis – 10 Infantry, 8 Armor, 1 Artillery

🔥 Winning as Allies

1. Big picture strategy for the Allies. This is a defensive scenario, so stay behind your sandbags and defend the two medal objectives.  Move your Artillery and Armor forward into the battle.

2.  Although there is a large Axis force massed against the Allies, the Axis side starts back against the game border. Allies can use this to their advantage, by turning retreat flags into deadly kills. Target the Axis forces which have no retreat available to them. This will increase your odds of a kill by another 17%. This increases the likelihood of an armor hit from 33% to 50%, and an infantry hit from 50% to 67%.

3.  Attack Vector Left Flank:  The enemy forces are congested. If you have a good set of cards, you can move in, and clear out many of the forces, including the armor.

🔥 Winning as Axis

1.  Big picture strategy for Axis is to disperse your bunched-up troops and concentrate your forces on the front-line enemy to eliminate them as quickly as possible before they score too many hits against your forces.

2.  Keep pushing forward as you attack with the goal to eventually be to capture the bridge hex medal (often as a final decisive move to end the game).

3.  This is a long scenario of 7 medals, so you will have to take out the centrally located enemy Artillery. It is sand-bagged on a hill, but it needs to be attacked quickly.

4.  Beware of your armor trapped behind the row of trees on your right flank.  Do not try to take out the enemy infantry in the woods, because they will inflict heavy penalties on such an attempt.  Best option is to get them into the tree line and then out into the open for more fruitful attacks.

 

Battle Reports (percentage of Allied victories):

34%

(These are historical records. The poll on the right is new results.)

30
BR - Gates

Author:

Days of Wonder

Link: