FROM BORGO A MAZZANO TO BARGA

FROM BORGO A MAZZANO TO BARGA (BrEF)

After victories in the Massarosa, Camaiore and Monte Prana, the Brazilian troops were directed towards the village of Borgo a Mozzano. Aware in advance of the location and capabilities of the Germans in this stretch of the Gothic Line, the US command ordered the Brazilians to follow a course parallel to the Serchio River. While US troops proceeded on the opposite side of the river. By entering the Serchio River valley the FEB could avoid the expected German defences of the Gothic Line. It was discovered however that much of the line in that area had already been abandoned by the Axis, who had retreated about 9 miles to the north.

Further on, crossing the river, the FEB came across a factory of ammunition and aeronautical materials in Fornaci, which the Germans abandoned intact (but tried to recover in a counterattack.) The FEB then headed north to liberate Gallicano and Barga. In the process of doing this they clashed with the battle hardened veterans of the 148th German Division.

5 VP’s

Card Balance:
Allies – 5
Axis – 4

Complexity:

4

Conditions:  

Countryside

Context:

Historical

Location:

Italy

Date:

Sept. – Oct. 1944

Theater:

Western

Campaign:

Brazilian Expeditionary Force

Code Name

Context:

Historical

Summary:

Objectives:

5 VP’s

Battlefield:

Battlefield has a road and a river cutting across each other in an x-shape, with a couple of bridges.

Troops:

Allies – 9 Infantry, 1 Armor

Axis – 8 Infantry

Allied Strategy

Axis Strategy:

This scenario is something a little different. It’s an Axis tactical withdrawal across a bridge and then a regroup in a factory. A well deployed Behind Enemy Lines Card for the Axis can deliver a crushing blow on the Smoking Snakes on the Axis right flank. This can then be followed up with a dash across the bridge. [ Marcus Wallis ]

Battle Reports:

0
BR - BORGO

Author:

Icles Rodriquez & Memoir 44 Japan

Withdrawal from Hill 112

Withdrawal from Hill 112

The Withdrawal from Hill 112 occurred during the Normandy Campaign in July 1944, following fierce fighting over the strategically important high ground near Caen. British forces, particularly the 43rd (Wessex) Infantry Division, had initially captured Hill 112 during Operation Jupiter (July 10–11), but the position became untenable due to intense German counterattacks, including the deployment of elite SS Panzer divisions.

General Howitzer:

Gentlemen, take a knee. Let me tell you about the grit it took to fight over a patch of real estate called Hill 112—a miserable piece of Norman countryside south of Caen that chewed up men and machines like a meat grinder.

The British and their armor locked horns with the damned Waffen-SS over this hill, not once, not twice—but for weeks. It wasn’t about the trees or the dirt—it was about elevation. Whoever held that hill could see the whole damn battlefield. The Tommies threw everything they had into it—Churchills, Cromwells, and a hell of a lot of courage.

They held it. Then they lost it. Then they bled to take it again.

But here’s the lesson, boys: sometimes the smart move isn’t holding ground—it’s bleeding the enemy dry while they try to take it. The British made Jerry commit his elite SS Panzer divisions there, keeping them pinned down while the Americans punched through elsewhere. And when the time came, they withdrew—not because they were beaten, but because the job was done. The Germans paid in blood for every inch.

That’s maneuver warfare. That’s using terrain like a blade. And that’s how you break the enemy’s back without breaking your own.

Dismissed.

6 VP’s

Card Balance:
Allies – 5
Axis – 6

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater

Western Front

Codename:

Operation Epsom

Summary:

The primary feature of this battlefield is the Odon River running right through the center section. As it is impassable, it severly limits movement between the two half of the field. There are only two bridges allowing crossover, and they are both controlled by the Allies at the start of the game.

Objectives:
This is a six VP game, so attacks must be managed by positional advantages to protect against painful retaliation. The Axis also have an Objective Medal in the town at j2.

Battlefield:
The battlefield is countryside terrain with forests, hedgerows, and hllls, split down much of the middle by the Odon river. Because of only two bridges, mobility from one side of the field to the other is quite limited. Each set of troops for both sides will pretty much have to fend for themselves with little hope of getting assistance from the other side.

Troops:
This is an infantry and tank battle with no artillery for either side.
Allies have 8 Infantry and 4 Armor.
Axis have 8 Infantry and 6 Armor.

medal allies

Allied Strategy:

1. Because your armor are over-powered by enemy armor in each “half” (due to the Odon River), you will need to play your armor carefully. Open battle will likely result in your losses, just based on statistics of the dice roll and the overwhelming numbers of the enemy units. However, if you can hit his armor in the upper left flank while they are still pressed up against the wall, you will increase your hit rate by 17% due to the no-retreat situation they are in.

2. You have near control of the hills. Hold it with your height advantage to try to offset the enemy armor’s larger armored force.

3.  You will need to protect the town hex at i2, as it has a Temporary Medal Objective for the Axis.

medal axis

Axis Strategy:

1. The Axis begin this scenario with many of their forces crammed into a corner on the left flank. They are vulnerable to Allied attack, and their mobility is limited, without exposing them to further attack. The mission is to get the troops moving immediately to attack the enemy and create some breathing room for the forces.

2. Keep your infantry and armor as a cohesive fighting force. You will need your infantry to breach the hedgerows and towns, which your armor will soften up first.

3.  Your forces are out in the open, but there are many town, forest, and hill hexes which you can move to in order to launch a well-defended attack against the Allies.

4. It is going to be difficult to launch an attack in the middle as the Odon River splits your forces up, so you may need to move them to each flank to support operations in those areas. 

17
BR -Withdrawal Hill 112

Author

Link

Villers-Bocage

Villers-Bocage

The Battle of Villers-Bocage took place on June 13, 1944, during the Normandy Campaign in World War II. It was a significant tank engagement between British and German forces near the town of Villers-Bocage in France, shortly after the D-Day landings.

Listen up, men—this was no parade down the Champs-Élysées. The British 7th Armoured Division—the famed “Desert Rats”—thought they’d found a hole in the German line near Caen and charged in, hungry for glory. But out of the hedgerows came Michael Wittmann and his awesome Tigers, ambushing them in the narrow streets of Villers-Bocage. In minutes, British columns were burning wrecks—armor smashed, morale shaken.

But here’s the thing: Wittmann’s brilliance bought the Germans nothing lasting. The Rats pulled back, regrouped, and the Tigers couldn’t press the advantage. The town lay in ruins, but the campaign rolled on. Villers-Bocage stands as a brutal reminder—urban fighting is hell, and courage alone doesn’t win the day. You need discipline, coordination, and the will to keep moving forward, no matter what roars out of the fog.

~~ General Howitzer

VP’s: 

Allies – 3 medals

Axis – 5 medals

card

Card Balance:

Allies – 3

Axis – 6

Complexity:

3

Conditions:

Countryside

countryside

Location:

Normandy

Year: 

1944

Theater:

Western Front

Campaign:

Normandy Invasion

Summary:

This scenario is really unique with the battle between the just five German Tiger tanks vs. 24! Allied tanks, 16 infantry figures. And yet the battle is fairly balanced.

Objectives:

Allies – 3 Medals

Axis – 5 Medals, including two permanent medal exit objectives 

Terrain:

Countryside with a road cutting across the battlefield at an angle

Troops:

Allies – 4 Infantry, 8 Armor

Axis – 5 Tiger Tanks

medal allies

Allied Strategy

1. The only way you can hope to win is by bunching up your forces. Do not try to take on a Tiger Tank, one at a time.

2.  Attack the units without forest protection first, as you will be able to roll triple the attack power.  

3.  You will need to force them out of the forest. Once they leave the forest hex, they cannot return.  So a one-two punch is the way to go. Your first tank forces can attack, and hopefully roll a Flag, which will force the enemy out into the open. Then your second tank forces can roll a 3D attack and hopefully secure a kill.

4. As long as the Axis forces stay in their woods for protection, you can backoff and move out of attack range, while you get the rest of your forces on your right flank organized and into action. 

medal axis

Axis Strategy

1.  Stay in the woods as long as you can, and keep attacking the enemy from there as long as they are in range.  Because the enemy can only roll one dice against you in the woods, the odds of them rolling a hit, and then a second dice with a grenade are exceedingly low.

2.  One of your Tigers is already out in the open, so plan on moving and attacking with that one first, but stay close to your other Tigers for support.  Do not venture into a forward position where the enemy can surround you from behind. 

16
BR - Villers

Author:

Days of Wonder

URL

Vassieux, Vercors

Vassieux

The Battle of Vassieux-en-Vercors was a significant engagement during World War II, part of the German offensive against the French Resistance in July 1944. Located in the Vercors Plateau, the battle was a key moment in the resistance movement in southeastern France. 

General Howitzer summarizes the results and lessons learned:

In July of ’44, high in the Vercors Plateau, the French Resistance had the guts to carve out their own patch of freedom before the Allies rolled in. These Maquis fighters didn’t have much—just grit, rifles, and the will to spit in the enemy’s eye. But on the 21st, the Germans came in from the sky, parachutes blooming like death over the hills.

They smashed into that stronghold hard, and the Maquis, outgunned and outnumbered, fought like hell but couldn’t hold. It was courage in its purest form—men standing their ground knowing the odds were stacked to the heavens. But it was also a brutal reminder: bravery without firepower is a damn fine way to get killed.

~~ General Howitzer

4 VP’s

Card Balance:

4 – 4

Complexity:

2

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Summary:

 The Vassieux scenario starts with a chaotic situation between both sides, and makes for an intriguing infantry-only scenario.

Objectives:

It is a short four VP scenario, which must be completed before the deck runs out or the Axis side wins

Battlefield:

The center of the battlefield represents the airfield where the battle took place. It is surrounded by hills, forests, and town hexes.

Troops:

Allies – 10 Infantry

Axis – 6 Infantry

Allied Strategy:

1.  The Allies lack infantry cohesian, so one of the early goals is to pull the troops together, and form a united attack.

2. You will need to bring in your units on the flanks towards the center where most of the battle will take place.

3. Your two units in the center section begin the game in a very exposed position. One of them is going to get hit hard and possibly eliminated right away, unless you pull them back until your forces are consolidated.

4.  These are French Resistance fighters, so they can move into woods and still attack. So the place to put them is BEHIND the woods, so when the enemy approaches, they can enter the woods and attack the enemy from a position of cover. The enemy will never know what hit them!

Axis Strategy:

1. The Axis forces are quite outnumbered in this scenario. They will need to work together as a cohesive unit to have any hope of either destroying or at least holding off the French Resistance forces. If they can hold out for an entire deck, they will win.

2. If you can get some rapid movement infantry cards, you may be able to take out one unit or more before the rest of the Resistance fighters come in to support.

3. If you are unable to get the attack cards needed for your forces, you may need to perform a tactical retreat into the town of Vassieux to provide some extra protection while you build up your hand.

DoW Battle Reports

(percentage of Allied victories):

34%

14
BR - Vassieux

Author:

Days of Wonder

Link:

Utah Beach

Utah Beach

The invasion of Utah Beach was part of the Allied D-Day landings on June 6, 1944, during World War II. Utah Beach was the westernmost landing area, assigned to U.S. forces, primarily the 4th Infantry Division, under Major General Raymond O. Barton. The objective was to secure the beachhead, push inland, and link up with airborne troops dropped earlier to capture key roads and bridges.

Strong currents caused some landing craft to drift about a mile south of the intended target area. This accidental landing proved advantageous, as it placed the troops in a less heavily defended section of the beach. The U.S. forces quickly overwhelmed the German defenses, suffering relatively few casualties compared to other D-Day beaches.

Listen up.

At Utah we hit fast, secured the sand, and drove inland until we shook hands with the paratroopers. That link-up turned a strip of beach into a springboard—men, guns, and fuel pouring ashore to feed the advance. With the beachhead anchored, momentum was ours. That’s how you start a liberation: seize, link, expand—and keep moving.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Beach

Location:

Normandy

Year:

1944

Theater:

Western Front

Campaign:

D-day Invasion

Codename

Summary:

The challenge for the Allies in this scenario is to get off the beach as quickly as possible, and exit out one of the three exit hexes. The Axis are protected in towns and bunkers in order to slow down the advance of the Allies.

1. Objectives

This is a 5 VP game, so it moves rather quickly, and the Allies will need to minimize losses while they pick away at the Axis forces inside their bunkers, all the while making their way towards the exit hexes.

2. Battlefield

There are three exit hexes at the top of the battlefield. The Allies can seek two objectives: First to destroy enemy units, Second to exit out the back.

3. Troops

Allies – 10 Infantry, 4 Armor

Axis – 5 Infantry, 1 Artillery

Allied Strategy:

1. Allies begin with their forces congested together in the left and center sections. This is not all bad, as they need to stay away from the artillery in the right flank. But they do need to disengage their forces from one another and create some separation from the shores of the beach.

2. Keep attacking! As you approach the enemy forces in their bunkers, you may be tempted to pause and amass more forces for the attack. This depends on your circumstances. If you are out in the open and under enemy attack with two-dice attacks, you need to just keep attacking with those forces. Create the beachhead by continuing to attack, attack, attack.

3. You can expect to receive a fair number of casualties as you progress up the beach. But as soon as you get your armor out of the water, things will change for any enemy units unfortunate enough to be found outside their bunkers.

4.  The big picture strategy for Utah Beach is to: Stay Left, Take Out the Infantry, Escape out the back.  The scenario only needs 5 VP’s.  All five of those are available to you on the left and middle section.  Take out the three infantry for your first three points; then send two units out the escape hexes, and you are golden!

Axis Strategy:

1. The general rule for this scenario, is to stay in your bunkers! With no hilly ridge slowing the movement of the Allies onto the beach, they are able to very quickly reach your bunkers and begin attacking. If you make a fool-hardy rush forward in an attempt to knock out a few more figures, they will make you pay with an overwhelming retaliation of their forces. The only exception to this is your infantry unit in the bunker at M7 on your left flank. The Allies are going to avoid much of that section due to your artillery at J7, so it is best to get that unit into play in the central section as soon as you can. Also, there are so many wire bails in your left flank, that they will severely slow down any troops who try to come in there, allowing your artillery to demolish them.

2. The goal for Axis is to slow down their movement. Besides actual hits, retreat flags on the Allies are your friend, as it will push them back and give you more time to build up your deck with powerful attack cards. A last ditch effort, if needed would be to move your infantry onto or in front of the exit hexes, to prevent the Allies from escaping before you have given them a good beating.

3. Your one saving grace as the Axis player is your artillery. Use it as much as you can, especially while the enemy is still in the water, where retreat flags count as hits.

18
BR - Utah

Author:

Days of Wonder

Link:

Twin Villages

Twin Villages

Memoir 44

The Battle of the Twin Villages took place in December 1944, during the Battle of the Bulge in World War II. Located near Krinkelt and Rocherath in Belgium, these “twin villages” became key defensive positions for American forces as German troops launched a surprise offensive in the Ardennes.

U.S. infantry and armored units held strong defensive positions in the villages, facing fierce attacks from German forces, including tanks and infantry. Despite being heavily outnumbered and subjected to intense artillery fire, the American defenders managed to delay the German advance through skillful use of terrain and resilient fighting.

At Krinkelt-Rocherath the Germans thought they could roll through and keep their offensive charging forward—but the men dug in there had other ideas. Those towns became roadblocks of fire and steel. The resistance was fierce enough to choke the enemy’s advance, bleed their momentum, and give the rest of our forces time to regroup and fortify the Ardennes. That stand wasn’t just stubborn defense—it was the kind of fight that blunted the Bulge and helped turn the tide toward ultimate Allied victory.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Winter / Countryside

Context:

Historical

Location:

Belgium

Year:

1944

Theater:

Western Front

Campaign:

Ardennes

“Battle of the Bulge”

Codename:

Unternehmen Wacht am Rhein 

Summary:

In Twin Villages, the Axis commander begins with almost all of their forces locked behind a wall of forest. The goal for Axis is to get out of the forest as quickly as possible in order to be prepared for battle. For Allies, the goal is to take out as many Axis units as possible before they break free.

Objectives:

6 VP’s ; no territorial medals

Battlefield:

The twin villages of Krinkekt and Rocherath are in the center of the map, and provide cover for whomever can control them. There is a large forest towards the Axis side, blocking their initial movement.

Troops:

Allies – Infantry 9, Armor 3, Artillery 1

Axis – Infantry 9, Armor 5

Allied Strategy

1.  Remember, that historically, the Allies are on the defensive early in this campaign. But you have the opportunity to score some hits with your advance Infantry units, before you are forced to pull back. Once you remove (or lose) your Infantry at the Lausdell Crossroads, the path is clear for your tank to blast any enemy units that attempt to make their way up through the gap in the trees.

2. Early goals are to get your Infantry into the Twin villages, prepared to defend. Also, get your tanks mobile on the flanks to prevent any advances from the enemy.

Axis Strategy

1.  Mobility is the first order of the day. Your Infantry and Armor are congested and need to start advancing.

2. Your infantry at h8 is only two hexes from the enemy, with no means of retreat. You need to move and attack with that unit ASAP.

3.  Your right flank is very weak, with just a single infantry unit. Do not launch attack there until you move more units into the section. Once the infantry advances into the woods, your back row will be clear for the armor to move out into attack position on the right flank.

4. An early goal will be to target the two advance Allies infantry near the Lausdell Crossroads.

5.  Until you get the gap cleared on the way to the Crossroads, your armor is trapped in the woods, and it will take you two turns to get them into play.

Battle Reports

(percentage of Allied victories):

57%

9
BR - Twins

Author:

Days of Wonder

Link: