Singapore

Singapore

The Battle of Singapore in February 1942 was the climactic phase of Japan’s “Bicycle Blitzkrieg” during the Mare Shinko Sakusen (Greater East Asia Co-Prosperity Sphere offensive). Japanese forces, using speed, surprise, and bicycles to maneuver swiftly through Malaya, overwhelmed British Commonwealth defenses and pushed them back to Singapore.

Despite its strong coastal defenses, Singapore fell after a week of land-based attacks and psychological warfare. General Percival surrendered on February 15, 1942, in one of Britain’s worst military defeats, with over 80,000 Allied troops taken prisoner. The fall of Singapore stunned the Allies and gave Japan control over a key strategic stronghold in Southeast Asia.

General Howitzer sums it up in one sentence:
The Japanese rolled through Malaya on – can you believe it! – bicycles, outmaneuvered the Brits, and took Singapore without breaking stride—proof that arrogance and poor leadership lose wars faster than bullets.

11 VP’s, including at least 5 Medal Objectives for the Axis player.

card

Card Balance:

Allies – 5

Axis – 6

Complexity:

4

Conditions:

Jungle Beach

Context:

Historical

Location:

Singapore

Year:

1942

Theater:

Pacific

Campaign:

Bicycle Blitzkreig

Codename:

Summary:

Objectives:

11 VP’s including Permanent Medal and Temporary Majority Medal Objectives

Battlefield:

Combination of beach assault and jungle terrain and the city of Singapore.

Troops:

Allies – 10 Infantry including Machine Gun, 2 Artillery, a gun boat, and optional British Hawker Hurricanes

Axis – 10 Infantry, 4 Armor, 3 Artillery

 

medal allies

Allied Strategy:

1.  You have a gun boat in the corner right next to the enemy. Use it as many times as you can before they take it out.

2.  You have a couple of Artillery. Use them well, but note that the unit at Changi only has enough ammo for three hits. 

3. You have many Permanent Medal Objectives to guard, so in most cases you will need to keep your forces in a defensive position.

4.  Air rules are optional. It is important for British defenses to make use of them as you have two Hawker Hurricanes at your disposal.

medal axis

Axis Strategy

1.  You have many forces which can be brought to bear but you will need to use your landing craft to get them ashore. 

2.  You need to take out the enemy gun boat in the corner of your right flank ASAP. That will only take one Grenade. 

3.  Once you have dealt with immediate threats near the beach, you can take some time to repair the causeway, which will take two Stars.  Then you can advance your three Armor units into battle.

4.  Your right flank is your strongest. Once you get your forces ashore with the landing craft, you can advance against Tengah and capture your first Medal Objective. Then you can continue deep into enemy territory.

Battle Reports

0
BR - Singapore

Author:

Days of Wonder

Resource:

Campaign Book, Volume 2

Battle of Abbeville

Battle of Abbeville

BTH Scenario Map

The Battle of Abbeville was a hard-hitting brawl that showed just how unprepared we were for the kind of fast, mechanized war the Germans were waging. After their lightning dash to the Channel, the Germans dug in around Abbeville, threatening to cut off our northern forces. The French, led in part by de Gaulle and his 4e Division Cuirassée, threw in the big boys—those heavy Char B1 bis tanks and Hotchkiss H35s and H39s. The Brits rolled up with Matilda I and II tanks, tough as hell but slower than molasses in January.

We launched a series of assaults to punch the Germans off those Somme bridgeheads, but coordination was lousy, the terrain was brutal, and too many tanks broke down before they even fired a shot. The enemy wasn’t sitting on their hands either—they had Panzer IIIs and IVs guarding the line, with light Panzers filling in the gaps and 88mm Flak guns ripping through anything we sent their way.

Despite brave pushes and a few local breakthroughs, we couldn’t dislodge them. The Germans held the high ground, held the bridges, and held the initiative. That failure didn’t just cost us a patch of land—it helped seal France’s fate. The Germans kept their corridor, tightened the noose, and by the end of June, France was on her knees.

Abbeville wasn’t the biggest battle, but it damn sure mattered. It reminded us that guts alone wouldn’t win this war—we needed better gear, tighter coordination, and leaders ready to move fast and hit hard.

~~ General Howitzer

10 VP’s

Card Balance:

Allies – 6

Axis – 6

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1940

Theater:

Western

Campaign:

Codename:

Summary:

Objectives:

10 VP’s, including two Temporary Objective Medals.

Battlefield:

A countryside with a stretch of river across one end.

Troops:

Allies – 10 Infantry, 3 Artillery

Axis – 10 Infantry, 6 Armor, 2 Artillery

 

medal allies

Allied Strategy:

1.  Big Picture Strategy: You have 5 Armor to the enemy’s none, but they have three well-entrenched Artillery, which give them a strong defensive advantage.  You will have to bring your two Artillery forward to provide some balance; at the same time, using your Armor to attack their many Infantry and keep them back as you move your Artillery into range. 

medal axis

Axis Strategy:

1.  Big Picture Strategy: Consolidate your forces and remain in a defensive stance.  You have an Artillery advantage. Use it.

Battle Reports

3
BR - Abbeville

Author:

Days of Wonder

Link:

Hedgerow Hell

Hedgerow Hell

Here’s a brief summary of the Battle of Hedgerow Hell in July 1944:

  • When & Where:
    July 1944, in the dense hedgerow country of Normandy, France.

  • Context:
    After the D-Day landings, U.S. forces faced stiff German resistance in the bocage (hedgerow) terrain, which made attacks and movements extremely difficult.

  • The Battle:
    Fighting was slow and brutal—close-quarters combat with tanks and infantry often forced to blast through thick hedgerows. German forces used the terrain to launch ambushes and hold up the American advance.

  • Outcome:
    Despite the difficulties, American troops adapted with new tactics and overcame German defenses, breaking out of the hedgerows and paving the way for the later launch of Operation Cobra.

Here is General Howitzer’s comments on it:

“Listen up, men! July ‘44 in Normandy—the damn hedgerows were like fighting in a jungle made of dirt and stone, and the Germans knew every inch of it. We called it Hedgerow Hell, and that’s exactly what it was.

We started on July 1st, smashing forward, inch by inch, day by day. Those Germans were dug in like ticks, every hedgerow a fortress, every field a killing ground. But our boys didn’t back down—they learned to blow holes in those hedgerows with explosives, and we turned those obstacles into stepping stones.

Week by week, we kept at it—infantry, tanks, engineers working together, and by the end of July, we’d beaten the bastards back. We learned to fight smarter, and we learned to hit ‘em so hard they couldn’t catch their breath.

July 25th—Operation Cobra—that was the payoff, boys! We broke out of that green hell and took the fight back to where they didn’t have those hedgerows to hide in.

So remember this—no matter how tough the terrain or how deep the enemy’s dug in, we keep pushing, keep killing, and never let the bastards stop us!

13 VP’s

card

Card Balance:

Allies – 8

Axis – 10

Complexity:

5

Conditions:

Countryside

countryside

Context:

Historical

Location:

Normandy, France

Year:

1944

Theater:

Western

Campaign:

Normandy

Codename:

Summary:

Objectives:

13 VP’s, plus Territorial Objective Medals for each side, and Exit hexes for the Allies.

Battlefield:

Countryside with rivers, roads, hills, and many hedgerows.

Troops:

Allies – 21 Infantry, 8 Armor and some Trucks, 3 Artillery

Axis – 14 Infantry, 5 Armor, 4 Artillery

 

medal allies

Allied Strategy:

1.

medal axis

Axis Strategy

1. 

Battle Reports

0
BR - Hedgerow Hell

Author:

Days of Wonder

Tightening the Noose

Tightening the Noose

“Listen up! In August ‘39, the Red Army under that tough son of a gun, Zhukov, went to work along the Khalkhin-Gol River—right on the border of Mongolia and Manchuria. The Japanese wanted to push their luck and bite off a chunk of land, but Zhukov wasn’t about to let that happen.

He took tanks, infantry, artillery, and air power, and he tightened that noose like a hangman on payday! Those Japanese 23rd Division boys didn’t know what hit ‘em—no way out, no way to retreat, just the iron hammer of the Soviets crushing them from every side.

The result? A total victory for Zhukov and his Red Army, driving the Japanese back and showing the world that these Russians could fight, surround, and destroy like nobody’s business. That’s the kind of operation I like, boys—surround ‘em, cut ‘em down, and don’t stop until the job’s done!

~~ General Howitzer

8 VP’s

Card Balance:

Allies – 7

Axis – 4

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

Mongolia

Year:

1939

Theater:

Eastern

Campaign:

Codename:

Summary:

Objectives:

8 VP’s, plus Territorial Objective Medals for each side

Battlefield:

Countrsyide with a road and a river stretching up and down the battlefield

Troops:

Allies (Soviet Union) – 9 Infantry, 9 Armor, 3 Artillery

Axis (Japanese ) – 10 Infantry, 2 Armor, 1 Artillery

 

medal allies

Allied Strategy:

1.

medal axis

Axis Strategy

1. 

Battle Reports

0
BR - Tightening the Noose

Author:

Days of Wonder

Operation Crusader

Operation Crusader

scenario_Operation-Crusader_1

“Listen up, men! In November ‘41, the British Eighth Army—under the command of General Auchinleck—thundered across the sands of the Marmaric Desert like a damn hurricane, aimed straight at those Italian-German armored divisions. Cunningham’s boys rolled out with 700 tanks, ready to grind the Germans and their Italian buddies into the dirt and lift the siege at Tobruk.

For three weeks, it was a seesaw slugfest around Sidi Rezegh, with that garrison at Tobruk busting out to join the main show. The German Panzergruppe fought like devils, but they were no match for the sheer weight of British armor and artillery.

Rommel might have been a cagey fox, but even he had to admit defeat when he saw the Eight Army rolling over his battered panzers. He ordered the survivors to pull back to Gazala, leaving Tobruk free and the British in charge of the field. That’s what happens when you bring overwhelming firepower to a knife fight, boys—you don’t just win, you drive the enemy clean out of the desert!

~~ General Howitzer

12 VP’s

Card Balance:

Allies – 6

Axis – 6

Complexity:

4

Conditions:

Desert

Context:

Historical

Location:

Libya

Year:

1941

Theater:

Mediterranean

Campaign:

Tobruk Breakout

Codename:

Operation Crusader

Summary:

Objectives:

12 VP’s, plus a Territorial Objective Medal for the Axis.

Battlefield:

Desert with a ridge of hills in the center of the battlefield.

Troops:

Allies  – 10 Infantry, 8 Armor, 3 Artillery (Big Guns and Mobile)

Axis  – 10 Infantry, 5 Armor, 3 Artillery (including a Flak88 and a Big Gun)

 

medal allies

Allied Strategy:

1.  Make use of your Tobruk forces and especially the Artillery as much as possible.

2.  You have a massive force gathered together in the center section.  You will need to peel off a few to deal with the isolated Axis forces at hex 6 and 7 on your right section, and the rest towards the Axis forces on the other side. 

Overall Strategy

1.  Both sides have to make immediate decisions on overall strategy. Do the Allies move straight for Tobrouk, or the Axis main force, or do they clean up the battlefield from A to M as they go?  [~Admiral Frigate] 

2.  There are four Oasis hexes; two primarily in Allied territory and two mainly in the Axis territory.  This is a long scenario, so take the opportunity to restore your units back to strength. 

medal axis

Axis Strategy:

1.  If you can surround and wipe out the forces at Tobrouk quickly, then your forces can swing around and assist your brothers at arms further north. 

2.  Your Big Gun at I15 is in range to attack the units in Tobruk.  Once you get one hit, your permanent targeting reticule will give you one extra dice roll for that hex.  Through the course of a long game, you can earn one or two medals this way if you faithfully fire it at every opportunity given. 

 3.  You have a Mobile Artillery, keep moving it forward at every opportunity. You can make for the hills to your right. It will server you well against the mass of Allied forces headed your way. 

Battle Reports

8
BR - Crusader

Author:

Days of Wonder

Link:

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: