Won 4 medals in single turn!!!
Had a lot of 1-2 strength enemy units on my right. Got a right assault card. Boom! Wiped them out
A Memoir 44 Strategy & Tactics Community
Had a lot of 1-2 strength enemy units on my right. Got a right assault card. Boom! Wiped them out
13 VP’s
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Card Balance:
Allies – 11
Axis – 8
Complexity:
5/5
Conditions:
Beach

Context:
Historical
Location:
Palau Islands
Year:
1944
Theater:
Pacific
Campaign:
Guadalcanal Campaign
Summary:
This is an Overlord game, so make use of the Jungle Command cards, two per side.
Objectives:
12 Medals including Territorial Control, and Exit Row medals and a sudden death hex all for the Japanese.
Terrain:
Beach and jungle terrain, and mountains, and an airfield.
Troops:
Allies – Infantry, Armor, Destroyers
Axis – Infantry, Armor, Artillery
Special Rules:
1. Majority Temporary Territorial Control – whomever controls 3 of the 4 buildings of the airfield
2. Exit Row Medals – to any Marine forces that exit
3. Imperial Japanese Army Command rules – Seishin Kyoiku Doctrine (SKD), Yamato Dashi Concept (No Surrender), Banzai War Cry
4. US Marine Corps rules – Gung Ho! rule – activate one extra unit more than the card played indicates
5. Airfield rules – no movement restrictions, no combat restrictions, no line of site restrictions
6. Jungles – Movement, must stop; Battle, only if starting in, or adjacent to hex; blocks Line of Sight;
7. Minefields,
8. Marshes,
9. Mountain terrain – only Infantry may move onto Mountains; Battle, up the mountain reduces dice by two; blocks Line of Site
10. Destroyers – attacks at 3,3,2,2,1,1,1,1
Allied Strategy:
1. The Marines should avoid the Japanese up in the mountains on their left flank. There is little to be gained in that sector. Instead direct your forces at an angle towards the center, to bring pressure to bear towards the airfield.
2. The two Exit hexes for the Marines are an excellent and achievable goal. Work your way through the jungle and send some of our boys home to safety!
3. You have a warship at your disposal on your left flank. Use it at every opportunity to degrade the enemy forces. It is close enough to the center, that you can provide some good support for the forces fighting on the center beach.
4. The Marines are able to use their Gung Ho! ability to command one additional unit – but only in one section at a time. So the Command-In-Chief (CIC) should decide which sector requires the additional unit to be ordered, to either shore up a section that needs additional defense, or to enhance an attack with one additional unit to command.
5. You start the battle with three Engineer units. Get them off the beach and into the jungle as soon as possible. They will be able to overcome the jungle terrain protections, ignoring them at Close Assault, and being able to roll three dice for each attack. This will help to quickly blunt the Japanese SKD abilities.
BIG PICTURE STRATEGY FOR BOTH SIDES:
1. Because this is an Overlord game, hand management becomes critical. At the start of the game, both sides have plenty of cards to fight with. The Allies get 11 cards, and the Axis get 8. But because they can spend up to three cards per turn, and only get replenished at the rate of 2 cards per turn, each side will begin to run out of playable cards, about half-way through the game, and will have to resort to Initiative Rolls for one of their Field Commanders.
2. The center two sections are where most of the action is going to take place. As the Marines push up toward the Airfield, and the Japanese bring their Armor out from behind the mountains, they will all converge for an awesome bloodbath on the central beach.
3. This is a long scenario with 13 Victory Points. This means strategic hits, and good defensive moves, so that you are attacking the enemy from places of protection, will slowly build up to a successful attack, unit by unit. This scenario is not won in a single decisive attack. You will need to use your forces everywhere for a total war attack methodology.
4. This is an Overlord game, so be sure to understand the rules for how the Commander-In-Chief (CIC) distributes cards, and who is authorized to attack in which sections. Clarify before the game starts, any special rules for how to apply multi-sectional cards, and Tactic cards. The official Days of Wonder Overlord rules can be found here on the General Howitzer site.

Axis Strategy
1. You have a number of powerful Armor which are capable of doing great damage to the enemy on the beach. But they are blocked in by your Infantry. So get the Infantry moved out of the way, and take a couple of turns to attack the unprotected and helpless forces on the beach.
2. Keep a few forces close to the Airfield, which is a Permanent Majority Medal Objective. If the enemy controls three of the four building hexes at the end of their turn, this will earn a Permanent Medal Objective.
3. Also keep a few forces close to the Exit hexes to prevent the enemy from escaping, and earning medals.
4. Because of the Seishin Kyoiku Doctrine (SKD), your full force Infantry units get to roll one extra dice in Close Assault attacks. If you move your forces quickly forward onto the beach, you can capture the Marines at their weakest, and with your extra dice rolls, either kill them, or push them back into the sea for retreat kills. (Although it should be noted that historically, the Japanese attacked the beach from a distance and waited for the Marines to come to them, all the while inflicting heavy losses upon them for each territorial gain.)
5. You have two Artillery units which can reach all the way to the beach. Use them at every opportunity to attack the enemy from a distance. Do not move out your forces too early to the beach. Make them come to you, and keep hitting them with the Artillery as they approach.
Author:
Days of Wonder
Link:
Medals
6 VP’s
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Card Balance:
Allies – 6
Axis – 4
Complexity:
3
Conditions:
Countryside
Location:
France
Year:
1944
Theater:
Western Front
Summary:
The asymmetrical starting pattern of this game makes for an interesting and challenging battle for both sides.
Objectives: 6 Medals
The three hexes of Hauts-Vents are each a temporary medal objective for the Allied player.
Hill 91 is composed of six hexes. If the Allied player controls at least two of those hexes at the start of their turn, they earn TWO temporary medals. If there are less than two Allied forces on the hill, then both medals are returned.
Terrain:
Countryside with hedgerows and hills.
Troops:
Allies – 7 Infantry, 5 Armor, 2 Artillery
Axis – 6 Infantry, 3 Armor, 1 Artillery

Allied Strategy:
1. The three hexes of Hauts-Vents are Temporary Medal Objectives for the Allies. And Hill 91 counts as two medals if the Allies control at least two of the six hexes. These objectives should shape your attack vector.

Axis Strategy:
1. The enemy will try to take Hauts-Vents, as occurred historically, so move into defensive positions and finish them off as they try to move in.
Battle Reports
Author:
Days of Wonder, part of the 2025 Refresh of the Base Game
Link:
Medals
6 VP’s
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Card Balance:
Allies – 6
Axis – 4
Complexity:
3
Conditions:
Countryside
Location:
France
Year:
1944
Theater:
Western Front
Summary:
The asymmetrical starting pattern of this game makes for an interesting and challenging battle for both sides.
Objectives: 6 Medals
Including an exit medal objectives for the Axis player who escapes through the Allies’ baseline.
Terrain:
Countryside with hedgerows and forests.
Troops:
Allies – 4 Infantry, 8 Armor, 2 Artillery
Axis – 5 Infantry, 6 Armor

Allied Strategy:
1. You have more firepower than the enemy, but you will need to get into the protection of the hedgerows before they come down the lanes. Then you will be in a position to halt their counter-attack action.

Axis Strategy:
1. Historically, this counter-attack by the Axis failed, so you will have an uphill battle to win. But any units you get across the Allied baseline will result in a medal for you.
Battle Reports
Author:
Days of Wonder, part of the 2025 Refresh of the Base Game
Link:
Medals
6 VP’s
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Card Balance:
Allies – 5
Axis – 5
Complexity:
3
Conditions:
Countryside
Location:
France
Year:
1944
Theater:
Western Front
Summary:
The asymmetrical starting pattern of this game makes for an interesting and challenging battle for both sides.
Objectives: 6 Medals
Plus, the two hexes of the town of Le Rocher are temporary medal objectives for the Axis player.
Terrain:
Countryside with hedgerows and hills.
Troops:
Allies – 7 Infantry, 2 Armor, 2 Artillery
Axis – 5 Infantry, 5 Armor, 1 Artillery

Allied Strategy:
1. Your Armor is outnumbered five to two. You will need to coordinate your forces of both the Infantry and Armor working together to fend off the Panzer Lehr forces.

Axis Strategy:
1. You have an overwhelming Armor advantage, but your tanks are blocked and far away from the action (which is more than likely the village of Le Rocher), so you need to get them there as soon as possible.
Battle Reports
Author:
Days of Wonder, part of the 2025 Refresh of the Base Game
Link:
Medals
5 VP’s
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Card Balance:
Allies – 5
Axis – 5
Complexity:
3
Conditions:
Countryside
Location:
France
Year:
1944
Theater:
Western Front
Summary:
The asymmetrical starting pattern of this game makes for an interesting and challenging battle for both sides.
Objectives: 5 Medals
Plus, the town of Belle-Lande is a complete set of temporary medals for the Allies.)
Terrain:
Countryside with hedgerows, hills, and 8 hexes for the town of Belle-Lande
Troops:
Allies – 7 Infantry, 6 Armor, 1 Artillery
Axis – 6 Infantry, 5 Armor

Allied Strategy:
1. Historically, the Allies had a hard time attacking Belle-Lande, so your forces on the right flank will be facing a challenge if they attempt to cross the open land into the two defended hexes on the right. It may be better to pursue the ridge on the right and the hedgerows on the left for the Infantry forces. Then your Armor can attack from a distance to soften the town defenses before you launch your Infantry against it.
2. Every hex of Belle-Lande is a Temporary Medal Objective. Taking out just two hexes of Infantry and moving in, will gain you four of the five Medals needed to win.

Axis Strategy:
1. This is primarily a defensive role for the Axis. Stay behind your sandbags and fire away.
Battle Reports
Author:
Days of Wonder, part of the 2025 Refresh of the Base Game
Link: