Japanese Counterattack

Japanese Counterattack

The “Japanese Counter-Attack” phase refers to the counteroffensives launched by Japanese forces in the Pacific Theater.  One notable example occurred during the Battle of Guadalcanal, from August 1942 to February 1943. After U.S. Marines secured a critical airfield on Guadalcanal, known as Henderson Field, the Japanese launched multiple counterattacks to reclaim it. These counteroffensives, involving intense jungle fighting and night assaults, aimed to dislodge the U.S. forces from their foothold. The Japanese committed significant naval and infantry resources, but despite their efforts, they struggled to overcome the U.S. defenses and secure sustained supply lines.

The Japs threw in ships, men, and everything they could float or march—but it didn’t matter. Our defenses held like a steel wall, and without solid supply lines, their fight was doomed from the start. They came in hard, but we broke them harder.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

4

Conditions:

Jungle

Location:

Guam

Year:

1944

Theater:

Pacific Theater

Campaign

Codename

Summary

The Japanese Counterattack takes place on the same battlefield as the Guam Landings, but the game mechanics are pretty much reversed.

Objectives:
Six VP’s, plus each side has a permanent Objective Medal hex which they can seek.

Battlefield:
Jungle with a V-shaped river cutting right through the map.

Troops:
Marines – 9 Infantry, 2 Armor, 2 Artillery.
Japanese – 12 Infantry.

Allied Strategy:

1.  With three artillery, and one armor, the Marines have more firepower than the Japanese. But the artillery is limited for much of the game by night visibility rules, which slowly improve throughout the game.  So take your time to get your troops arranged, and your card management under control, to allow more daylight to help your attack and defense.

2. Your tank is stuck back in the left corner of the fight, so take advantage of the early turns to get it into play.

3.  Remember that the Japanese practice the Seishin Kyoiku Doctrine. If they have all four units and are fighting at close combat, they role four! dice, not three.  So during the game, one of the objectives the Marines need to practice is to take off at least one figure per hex. This will actually count as two in terms of reducing the Japanese firepower for subsequent attacks. 

Axis Strategy:

1.  Big picture strategy for the Japanese forces is to quickly overwhelm a flank with infantry forces who are still fully intact so that you can use the Seishin Kyoiku Doctrine against the Marines.  Because of the four! Allied artillery, the center section is kind of a kill box.  So the best hope is to move down one of flanks as the cards dictate.

2.  Night-time conditions are to your advantage because the Allies have so much firepower.  Therefore your best attacks will be immediately, before the dice rolls enough stars to bring out the full ranged artillery attacks.

3.  There are three Permanent Medal Objectives (HQ-Supply & Hospital hexes).  These are deep in enemy territory, but should you get your hands on either Behind Enemy Lines or Infantry Assault cards, there is a possibility you could force your way in to them.

Battle Reports (percentage of Allied victories):

66%

(These are the historical records. For new stats, record your games in the poll to the right.)

20
BR - Japanese-Counter

Author:

Days of Wonder

Link:

Guam Landings

Guam Landings

“Alright, listen up, boys! The Guam Landings in the summer of ‘44 were a hell of an operation—an amphibious smash right into the gut of the Japanese defenses in the Marianas. The island was crawling with enemy troops, but that didn’t stop our boys from hitting the beaches on July 21st and driving straight inland.

They fought through thick jungles, coral ridges, and all the damn bunkers the enemy could build, pushing those defenders back inch by inch until Guam was ours by August 10th. We didn’t just take an island—we seized a launchpad for bigger things, setting the stage for bombing Japan into rubble.

That’s how you take the fight to the enemy, boys—you land, you fight, and you don’t stop until the flag is flying over every square inch!

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

4

Conditions:

Historical

Location:

Guam

Year:

1944

Theater:

Pacific Theater

Campaign:

Pacific Campaign

Codename

Summary:

There is a massive invasion force of Marines coming on shore with infantry, armor and artillery.

Objectives:

6 VP’s and one Objective Medal for the Marines.

Battlefield:

The battlefield is marked by a v-shaped river flanked on one side by a series of hills, and on the other by rice paddies. 

Troops:

Allies – 10 Infantry, 8 Armor, 3 Artillery

Axis – 11 Infantry

Allied Strategy:

1.  You have an overwhelming force to assist you. You have a lot of armor. Start with that and attack the sandbagged enemy from a distance. You will be able to wipe out several front-line units very quickly using your armor.

2.  There is a Medal Objective on your right flank. You can target it, but will need to deal with the enemy infantry unit close to the beach at hex M3.

3.  Deal with the two enemy infantry units right on the beach first, or they will be able to score a hit on every retreat flag they throw against your forces.

Axis Strategy:

 1. The Japanese are well-protected behind sandbags, and would need a pretty good reason to break cover, while they wait for the Marines to attack.

2.  You have a forward unit in the village of Asan, which you can use to take out some figures, maybe a full unit before you are destroyed.

3. And you have a forward unit in the jungle and sandbagged at M3, which you can also use for some quick hits against the enemy.

Battle Reports (percentage of Allied victories):

67%

20
BR - Guam Landings

Author:
Days of Wonder

URL:

Gold Beach

Gold Beach

The Invasion of Gold Beach was one of the five beachheads landed by Allied forces during the D-Day invasion of Normandy, France, on June 6, 1944, during World War II. The invasion was part of Operation Overlord, the Allied effort to liberate Nazi-occupied Western Europe and begin the push toward Germany. Gold Beach was the landing zone assigned to British forces, primarily the 50th (Northumbrian) Infantry Division and supporting units from the Royal Marines and Canadian forces.

General Howitzer summarizes its impact:
Gold Beach—June 6, 1944—wasn’t just sand and sea, it was a damned doorway to Germany. The British 50th Northumbrian boys, backed by Royal Marines and tough Canadian allies, slammed ashore under fire as part of the grandest show on earth—Operation Overlord. Their job? Bust through Nazi defenses, plant the Union Jack on French soil, and start the long march east to drive a knife straight into Hitler’s gut.

6 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

2

Conditions:

Beach

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

D-Day

Codename:

Operation Overlord

Summary:

Unlike many other beach scenarios, Gold Beach does not have a hill or ridge slowing down the Allied advance. Therefore the Allies are able to very rapidly move up the beach. But Axis forces are protected in bunkers and cities, allowing them more time to attack the unprotected Allies.

Objectives:

This is a six VP scenario, so rather long, with one Objective Medal for the Allies in the town of LeBuhot.

Battlefield:

Beach scenarious are all about getting the Allies off the beach as fast as possible, while the Axis try to push them back and slow them down to allow more time for attack.

Troops:

Allies – 10 Infantry, 3 Armor

Axis –  7 Infantry, 2 Artillery       

Allied Strategy:

1. You must eliminate the Axis artillery as rapidly as possible, or it will decimate your forces.

2.  Because there is no enemy artillery on the left flank, it generally poses the best chance of advancement, should the cards allow it.  Once you get off the beach on the left side, you can proceed with your forces toward the right until you capture all the VP’s you need.

3. You have three Armor. Get them out of the water and into the action quickly. But they must coordinate their attack with the infantry. It is very difficult to win this scenario, unless you quickly get your artillery off the beach and into the back ranks where you can attack the enemy from behind. 

Axis Strategy:

1. Axis has two artillery, which compensate for the overwhelming Allied forces coming at them. The one in the center section near the beach is a powerful force. Every single beach hex in the central section is within the range of full two-dice artillery attacks. This is a very powerful weapon in the Axis arsenal. Use it at every opportunity you have.

2.  If you can move the artillery on your left flank forward to a more central position, it will improve your ability to attack the enemy coming up the center section. Of course, you will lose your sandbags when you move, so this move forward is safest if you have a Dig In card at the ready.

14
BR - Gold Beach

Author:

Days of Wonder

Link:

First Assault Wave (Omaha Beach)

First Assault Wave (Omaha Beach)

scenario_FirstAssaultWave_start_Axis

The invasion of Omaha Beach on June 6, 1944, was a pivotal part of the D-Day landings during World War II’s Operation Overlord. Omaha Beach, one of five landing sites in Normandy, was assaulted by U.S. forces, primarily the 1st and 29th Infantry Divisions, supported by specialized units.

Heavily fortified by German defenders from the 352nd Infantry Division, the beach presented challenging terrain with high bluffs, barbed wire, and entrenched gun emplacements. American troops faced intense machine-gun fire, artillery, and obstacles as they landed, resulting in high casualties, particularly in the initial waves.

Despite the heavy losses, small groups of soldiers managed to breach the German defenses, scaling the bluffs and neutralizing key positions. By the end of the day, the U.S. forces had secured a tenuous foothold, paving the way for the larger Allied advance into occupied France. The success at Omaha Beach, though costly, was crucial to the ultimate liberation of Europe from Nazi control.

General Howitzer’s perspective:

“Let me tell you something—Omaha Beach was no picnic. The enemy had the high ground, the machine guns, and every advantage. But our boys? They didn’t stop. Through smoke, blood, and hell itself, small squads clawed their way up those bluffs, took out key positions, and broke through the defenses.

By day’s end, we had ourselves a fragile foothold—but it was ours. And that patch of bloody sand became the launch point for the drive to liberate France and crush the enemy war machine.

So don’t ever forget—victory doesn’t come easy. It comes from courage, sacrifice, and the will to fight forward when every instinct says to drop. That’s what won Omaha. That’s what wins wars.

6 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

2

Conditions:

Beach

Context:

Historical

Location:

France

Year:
1944

Theater:

Western Front

Campaign:

D-Day

Codename

Summary:

True to history, this is a tough battle for the Allies to win.

Objectives:

5 VP’s including Medal Objectives

Battlefield:

Omaha Beach is well-guarded with hedgehogs, barbwire, and numerous hills to slow down the Allied advance. If they successfully make it off the beach, there are three towns at the edge of the battlefield with victory points for them.

Troops:

Allies – 10 Infantry, 3 Armor

Axis – 7 Infantry, 2 Artillery

Allied Strategy:

1.  Get off the beach as quickly as possible!

2.  Keep your armor and infantry attack cohesive. They are both needed to successfuly breach the bunkers. The armor fires from a safe distance, and then when ready, the infantry moves in for the kill and take over.

3.  One of your Infantry on the right flank is a special forces which can move two hexes and still attack.  Get it up to the enemy as quickly as possible.

Axis Strategy:

1.  The Axis have artillery on each flank, which gives you control over nearly every hex on the beach. Use them to good effect.

2.  There are five! town medal objectives which need to be defended for this scenario. If you can slow down the advance of the Allies, it will give time for your artillery to hit them.

 

 

Battle Reports (percentage of Allied victories):

19%

25
BR - First Assault Wave

Author:

Days of Wonder

Link:

 

Counter-Attack on Mortain

Counter-attack on Mortain

“Alright, boys—here’s the lowdown on that Axis stunt they called Operation Lüttich. Early August ‘44, the Germans thought they’d knock us back on our heels by punching through at Mortain, aiming to cut us off at Avranches and stop our drive into Brittany. Hell of a plan—if we were asleep!

They hit us hard at first, but we didn’t blink. Our boys dug in, held those lines with guts and grit. And don’t forget—our flyboys were on ‘em like hounds on a fox, raining steel and fire from the skies until those Nazis were howling for mercy.

The result? Germany’s counterattack went up in smoke—smashed, scattered, and thrown back with a hell of a lot of their tanks and men left behind in the dust. That’s the way to fight, boys—no retreat, no surrender, and always give ‘em hell!

~~ General Howitzer

4 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Codename:

Operation Luttich

Summary:

As it was historically, the Allies are very well protected, and controlling most of the field of play.

Objectives:

4 VP’s, and one Objective Medal for Axis

Battlefield:

This scenario has a nice combination of hills, forests, and hedgerows scattered across the battlefield. There is also a river in one corner making it difficult for extra infantry and armor to engage in the war.

Troops:

Allies – 9 Infantry, 2 Armor, 2 Artillery

Axis – 7 Infantry, 6 Amor

Allied Strategy:

1. You have the advantage of terrain control, defensive positions in hedgrows, forests and towns. But you need to take advantage of it by quickly attacking where you can.

2. Your right flank is your weak one, being outnumbered by enemy forces, 5 to 2.  Use your infantry on Hill 317 to attack the no-retreat armor before it moves away.

3.  Note that as long as you have your forces on either of the two hexes of Hill 317, you can use any Recon (on the right) cards to call down Airpower attacks against the Axis. Use it, and bomb them back to Berlin!

4.  Then move your infantry in the back of the right flank forward into the town of Mortain to support your other infantry unit on the hill, and to box in the enemy even more than they are already.

5. If you have the movement points, you can place your infantry at I1 into the village to defend the Objective Medal.

6. Get your armor in your left corner into the action ASAP. If you can get over to the river before the enemy has moved into safety, you can score one or two VP’s by attacking them in their no-retreat positions.

Axis Strategy:

1.  Your forces on the left flank are bunched up, and you have a no-retreat armor ready to get hit by the infantry hidden in the woods. You need to create some mobility on your left and some of your troops into the woods to attack the enemy.

2. Your right flank is equally problematic. You are a sitting duck back against the border. So you need to get those troops into safety into the nearby towns, at least. Even better if you have the cards to move them out into the action. Or else when the enemy armor in the upper right flank becomes mobile, they will make their way down and easily destroy one or two units.

3.  It is going to be difficult to get all four VP’s, so you should target the Objective Medal in the village on your left flank. If your armor can survive the infantry attacks as you make your way there, it will be an important VP for you. 

4. You only need four Medals to win this scenario, and three of them are on your left flank, ready for the taking. Just take out the two Infantry units and roll into the town of St. Hilaire. 

Classic Battle Reports

(percentage of Allied victories):

39%

24
BR - Mortain

Author:

Days of Wonder

Link:

Capturing the Crossing

Capturing the Crossing

scenario_CapturingTheCrossing_start

“Capturing the Crossing” refers to a World War II battle during the Normandy campaign, focused on securing a key bridge over the Odon River in late June to early July 1944.

Brief Summary:

  • Context:
    Part of Operation Epsom, launched by British forces to outflank Caen and push westward. The Odon River valley was a natural defensive barrier held by the Germans.

  • The Battle:
    British units, fought to capture and hold the bridge crossings over the Odon River.  German SS Panzer divisions mounted fierce counterattacks to repel the advance and regain control.

  • Tactics:
    The British used coordinated infantry, armor, and artillery to secure the crossings under heavy fire and poor weather conditions. Engineers rushed to reinforce and repair bridges under fire.

  • Outcome:
    British forces successfully captured and held key crossings, enabling a bridgehead south of the Odon. However, they faced continued German resistance and did not achieve a full breakthrough.

  • Significance:
    The battle was part of the slow Allied grind toward Caen, tying down German armor and paving the way for later operations like Goodwood and Cobra.

General Howitzer’s Summary:

“Boys, let me tell you about the push across the Odon in the summer of ‘44. It was part of Operation Epsom, the British aiming to outflank Caen and punch westward. The Odon River valley was no picnic—it was a natural fortress that the Germans, including those damn SS Panzer divisions, were ready to die defending.

The British didn’t flinch—they threw in everything they had: infantry, tanks, artillery, and those hard-as-nails engineers. They fought like devils in the mud and the rain, grabbing those bridge crossings under heavy fire and refusing to let go.

The Germans counterattacked like rabid dogs, but the British held firm. They didn’t smash through to Caen, but they sure as hell got a bridgehead south of the Odon, and that put Jerry on the back foot. That bridgehead was the key to bigger things—Goodwood and Cobra wouldn’t have happened without it.

So remember, men: sometimes it ain’t about the breakthrough—it’s about digging in, holding on, and bleeding the enemy dry!

6 VP’s

Card Balance:

Allies – 6 

Axis – 5

Complexity: 3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

The Battle for Caen

Codename:

Operation Epsom

Summary:

Objectives:

6 VP’s, and a territorial objective medal for the Allies

Terrain:

Countryside with forests, hills, some villages and the Odon River.

Troops:

Allies – 9 Infantry, 5 Armor, 1 Artillery

Axis – 8 Infantry, 4 Armor, 1 Artillery

medal allies

Allied Strategy:

1.  Your left flank is strong. Your right flank is weak. The center section is more balanced. You have a bit more firepower, but the enemy has well protected Infantry in hedgerows.  You will need to take up secure positions in the woods facing the enemy and begin to degrade their defensive positions before you launch a frontal attack.

2.  Your artillery in the left corner should be moved forward into the nearby town to increase its effectiveness.

3.  Be aware that an armor battle from your position at L3 to j6 is likely to be lost due to the fact that the enemy Armor is sandbagged. You will need to bring in your additional Armor at i2 into the fray to even out the battle.

 

 

medal axis

Axis Strategy:

1.  The Odon River presents a mobility challenge for the armor units behind it, forcing them to angle to the left flank or cross the bridge before they can engage the enemy in the center or right flanks. You will need to get them mobile as soon as you can.

2.  The enemy has you at a disadvantage with slightly more Infantry and Armor, and one additional card, thus increasing their responsiveness.  You will need to compensate with strategic care and precision, and not waste resources on ill-conceived attacks.

3.  Your right flank is weak. Your left flank is strong. The center section is a little more balanced. Allies have a bit more firepower, but your sandbagged infantry will be hard to dislodge.

9
BR - Capturing the Crossing

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