Easy Company – Paradrop in the Night

Easy Company - Paradrop in the Night

They dropped our boys all over hell and back—but that didn’t stop them. The 506th Parachute Infantry hit the Normandy bocage scattered, disorganized, and under fire. But Americans don’t wait for perfect conditions—we make them. Lieutenant Richard Winters pulled together what he had—35 men—and went looking for the fight. Through hedgerows thick as walls and Germans lurking in every field, they pushed forward, linked up, and took the initiative.

At first light, Winters and his men didn’t hesitate—they struck. That German artillery battery at Brécourt Manor? Neutralized. Clean, aggressive, textbook assault under pressure. That’s how you win: move fast, hit hard, and never let the enemy regain his footing. Easy Company didn’t just survive the drop—they turned chaos into combat power. And from that moment on, they were on the march to victory.

~~ General Howitzer

Medals

7 VP’s

card

Card Balance:

Allies – 6

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.  The many bocages means that both sides will need to be patient as they slowly attack and degrade enemy forces.

Objectives: 7 Medals

There are three Objective Medals available for the Allies, one Temporary Medal, and a Double Permanent Medals award if they are able to take out the Artillery unit near Grand Chemin.

Terrain: 

Countryside with hedgerows and forests.

Troops:

Allies – up to 10 Infantry units

Axis – 8 Infantry, 1 Artillery

Special Rules:

1.  Paradrop Rules

2.  Night Attack Rules

3.  Heroic Leader Rules

medal allies

Allied Strategy:

1. 

medal axis

Axis Strategy:

1. 

Battle Reports

0
BR - Easy Company

Author:

This is an official FFM44 scenario that was played during the 2022 Nantes tournament.

Link:

Clervaux – The Road to Bastogne

Clervaux - The Road to Bastogne

December 16-17th, 1944:

Clervaux was the first hard punch the Germans threw on their dash toward Bastogne during the opening of the Battle of the Bulge, and our boys met it head-on.

At Clervaux, the men of the 110th Infantry Regiment were badly outnumbered and staring down German armor—but they didn’t blink. They fought from roadblocks, stone buildings, and that old castle like seasoned professionals, squeezing every minute they could out of the enemy. They knew the mission wasn’t to win ground; it was to bleed time.

Clervaux fell, but it fell hard—and that delay threw sand in the German gears. Those precious hours helped seal Bastogne’s defenses and turned a German gamble into a fight they couldn’t win. That’s how wars are won: not by retreating fast, but by making the enemy pay for every damned mile.

~~ General Howitzer

VP’s: 8

Card Balance:

Allies – 5

Axis – 6

Complexity:

3

Conditions:

Winter

winter

Location:

Belgium

Year:

1944

Theater:

Western 

Campaign:

Battle of the Bulge

German Name:

Unternehmen Wacht Am Rhein

Summary:

This is a fun and exciting scenario as the Americans attempt to hold off a German onslaught of tanks and infantry in the Battle of the Bulge.

Objectives:

Eight Medals.  There are also two Exit Medals for the Germans to breakthrough, and three Permanent Medal Objective (Turn Start), including the castle at Clervaux.

Battlefield:

Winter conditions, with roads and rivers cutting through the battlefield.

Troops:

Allies – 8 Infantry, 3 Armor, 1 Artillery

Axis – 9 Infantry, 7 Armor

Special Rules:

1.  Winter Weather rules – two hex armor movement

2.  Reduced Visibility rules – only hit with Grenades unless in Close Assault

3.  Tank Destroyer (2,2,2,2), and hits Armor on Stars

3.  The river is frozen, but impassable.

4.  Pontoon Bridge rules – use an Attack card to build a bridge; instead of moving three units, build one Pontoon Bridge.

5.  Also play with Winter Combat cards in addition to regular Combat cards

6.  Winter Combat Cards – two per player; 

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🔥 Winning as Allies

1.  The enemy has overwhelming force against you – if they can get their Armor across the river. So your strategy includes two phases; Phase One: Attack while you can before the Armor shows up.  Phase Two: once the Armor makes it into the battle, then retreat to defensive positions.

2.  Defend the Exit Hexes.

3.  Defend the three Permanent Medal Objectives.

medal axis

🔥 Winning as Axis

1.  First priority is to get some bridges built across the impassable Our River, so that your tremendous tank force can make a difference in this battle.  Play an Attack card, and instead of moving three units, build a Bridge in that section. The goal will be to build one bridge in both the left and right sectors.

2.  Once you have the Pontoon Bridge built, get your Armor across immediately and start pushing towards the Objective Medal Hexes on both your right and left sectors.  They are Permanent Objectives (Turn Start), so you will need to get your forces onto the hex and hold out for one turn to win it.

1
BR - Clervaux

Author: Days of Wonder

URL

Hauts-Vents is Taken

Hauts-Vents is Taken

Listen up. We broke Panzer Lehr’s punch, then Task Force Z, beefed up with three companies from Task Force X, did exactly what winners do—drove straight for the high ground at Hauts-Vents. Our armor blasted through the wreckage, clawed onto the forward slope of Hill 91, and held under heavy pressure. The enemy tried to rip it back—tanks in column, bravado first, brains second. We’d already hauled the guns up; artillery smashed the counterattack, and their armor scattered to the hedgerows.

Result: Hill 91 captured—the day’s decisive prize. Flanks inched forward, but the center took the crown. Lesson: seize the height, bring the guns, break the counterpunch—then keep rolling.

~~ General Howitzer

Medals

6 VP’s

card

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

medal allies

🔥 Winning as Allies

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.

medal axis

🔥 Winning as Axis

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

0
BR - Hauts-Vents Taken

Author:

Days of Wonder, part of the 2025 Refresh of the Base Game

Link:

Panzer Lehr at Hauts-Vents

Panzer Lehr at Hauts-Vents

Listen up. Just after midnight, 11 July ’44, Panzer Lehr—Germany’s showpiece—came rumbling through Hauts-Vents, tanks up front, infantry in tow. We didn’t wait for introductions. Our guns spoke first.

Lehr was fresh in January; by July they were tough but tired. In the hedgerows, strength on paper doesn’t matter—fire discipline and nerve do. My units cut their infantry to pieces in a string of sharp dawn fights and bloodied the panzers until their thrusts lost steam. By mid-afternoon, our lines were firm, their armor still dribbling in without mass, and the initiative was back in American hands.

Lesson: meet steel with steel, kill the spearhead, and the rest of the phalanx goes nowhere. Hold the line, then drive.

~~ General Howitzer

Medals

6 VP’s

card

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

medal allies

🔥 Winning as Allies

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.

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🔥 Winning as Axis

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

1
BR - Panzer-Lehr at Hauts-Vents

Author:

Days of Wonder, part of the 2025 Refresh of the Base Game

Link:

Belle-Lande

Belle-Lande

Listen up. Our attack on Hauts-Vents bogged down. Hobbs did the right thing—shifted weight to the 119th and drove on Belle-Lande to turn the enemy’s flank. Task Force X pressed; Task Force Y moved to back up the 2nd and 3rd Battalions. Then the surprise: Belle-Lande, reported empty, lit us up—tanks dug in, infantry stiff as a board. That unexpected fire choked the relief and killed momentum.

We clawed to the village edge, took the measure, and found steel in the hedgerows. With darkness closing, we pulled the forward elements, called in the guns, and set to blast a path for dawn. End of the day: no objectives taken.

Lesson: never trust last night’s report—recon twice, flank hard, and keep artillery married to the advance. Momentum is earned; when it stalls, you reset and hit harder.

~~ General Howitzer

Medals

5 VP’s

card

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

medal allies

🔥 Winning as Allies

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.

medal axis

🔥 Winning as Axis

1.  This is primarily a defensive role for the Axis. Stay behind your sandbags and fire away.

Battle Reports

1
BR - Belle-Lande

Author:

Days of Wonder, part of the 2025 Refresh of the Base Game

Link:

Battlegroup Heintz at Hauts-Vents

Battlegroup Heintz at Hauts-Vents

Listen up. Hauts-Vents was a knuckle of roads west of St-Lô—the kind of crossroads that decides a campaign. The Germans threw together Kampfgruppe Heintz from the 275th Infantry to sit on it. We pushed XIX Corps—30th and 9th Infantry up front with 3rd Armored’s CCB—to rip that hinge off the door.

They fed in Panzer Lehr on the 10th and counterattacked hard on the 11th. Didn’t matter. We took Hill 91, smashed their thrusts, and CCB seized the Hauts-Vents crossroads. Result? Their screen cracked, their line started to sag, and St-Lô’s fall became a question of hours, not weeks.

Lesson: take the crossroads, break the spine, keep moving. Momentum wins France.

~~ General Howitzer

5 VP’s

4 VP’s

card

Card Balance:

Allies – 4

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
The town of La Rocher has two hexes worth one medal each.)

Terrain: 

Countryside

Troops:

Allies – 9 Infantry, 2 Armor, 1 Artillery

Axis – 7 Infantry, 1 Armor, 1 Artillery

medal allies

🔥 Winning as Allies

1.  Since you only need five medals to win, the town of Le Rocher is of great tactical value for you.  It is close, and it is worth two victory medals.  When you take out the two Infantry guarding it, and move into the town, you will have four of the five medals needed to win.

medal axis

🔥 Winning as Axis

1.  While Hill 91 needs to be protected, you should consider moving your Infantry from the hill in the direction of Le Rocher in order to lend some support against the forces of 120th Infantry.

Battle Reports

1
BR - Battlegroup Heintz

Author:

Days of Wonder

Link: