Moyland Wood (Operation Veritable)

Moyland Wood (Operation Veritable)

The Battle of Moyland Wood, part of Operation Veritable, took place in February 1945 near the village of Moyland in Germany. It was a significant engagement between British and Canadian forces of the Allied 21st Army Group and German forces as the Allies sought to clear the Reichswald Forest and advance into the Rhineland. The battle featured British and Canadian forces facing German defenders, including the 116th Panzer Division.  Fierce fighting in dense woods and muddy terrain saw the Allies overcoming stiff German resistance and counterattacks.  The Allies secured Moyland Wood, enabling their continued advance toward the Rhine.  The battle highlighted the challenges of wooded combat and the importance of infantry-armor-artillery coordination.

General Howitzer summarizes:
Moyland Wood was an awful grinder—thick trees, knee-deep mud, and a dug-in enemy hell-bent on stopping us. The Brits and Canadians went toe-to-toe with the 116th Panzer Division, hacking through the forest under fire. It was slow, brutal work, but they pushed the Germans back and took the wood. That fight proved one thing: in terrain like that, you’d better have your infantry, tanks, and artillery working like a single fist—or you’re dead in the mud. With Moyland secured, the road to the Rhine was wide open.

6 VP’s

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

Codename:

Operation Veritable

Context:

Historical

Location:

Germany

Year:

1945

Theater:

Western

Campaign

Codename:

Operation Veritable

Summary:

Objectives:

in this scenario is the town of Louisendorf and its victory points. The forms the crux of the battle strategy in many cases.

Battlefield:

Moyland Wood has a range of hilly hexes cutting across diagonally. There are two Axis VP’s right in the center town hexes. The Allied forces are scattered across the battlefield, in control of several hills, thus slowing down the forward advance of the Axis forces toward the VP town objectives.

Troops:

Allies – 10 Infantry, 5 Armor, 1 Artillery

Axis – 9 Infantry, 4 Armor, 2 Artillery

Allied Strategy:

1. The number one objective for Allies is to not easily surrender Louisendorf and its victory medals. As one is able, some of the center infantry should be placed into the town.

2. The round begins with the Allies scattered across the battlefield with no cohesive organizing principle. They will need to very quickly assemble and organize for an attack strategy before the Axis picks off the individual units. The Allied player needs to spend some time just arranging the troops into a battle plan.

3. At the start of the game, the advanced Allied infantry in the center section should really pull back into the town of Louisendorf for two reasons: first because the advanced unit is subject to multiple attacks from nearby Axis units with very little of its own supporting units to help support it, and second, in order to solidify a defense in the town.

4. Be wary of the well-placed artillery on your left flank, and the sandbagged infantry in the woods. It is really a losing battle to attack that flank unless you have an outstanding set of attack cards for that section.

5. Note that the ridge-line on your left flank is within the two-dice hex range of the artillery. So should you think about placing your armor on the point, which would make a great offensive and defensive position, if the enemy has the right combination of cards that flank, they will be able to attack and degrade the armor fairly quickly.

Axis Strategy:

1. Number one objective for Axis is to target the town of Louisendorf and its VP. The Axis begin the game with an outstanding offensive & defensive position on their right flank. Use it early on to hit the Allied units which are pressed up against the back boundary. Without a retreat option, the odds increase nicely for some successful kills.

2. Note that your forces on your left flank are fairly exposed, and backed up agains the boundary.  Should the Allies get some armor on the hill facing your forces, they will be able to deal some damage rather quickly.

3. As cards allow, gather your forces for an assault on the center, with the town hexes as your objective. And while the enemy is distracted defending for the impending attack, use your overwhelming firepower on your right flank to pick off units and gain one or two VP’s.

19
BR - Moyland Woods

Author:

JBorg

URL

Montelimar

Montelimar

scenario_Montelimar_start_Axis

The Battle of Montélimar (August 21–28, 1944) occurred as Allied forces, advancing quickly north from the Operation Dragoon landing beaches, sought to disrupt the German retreat along Route N-7, a critical supply and escape route near the Rhône River. The battlefield featured a mix of open farmland, rugged hills, and strategic chokepoints.

By August 22, skirmishes intensified as both sides probed each other’s strength. On August 24, German forces gained a critical edge after capturing detailed Allied operational plans. Despite this intelligence, their ambitious counterattacks on August 25 faltered. Efforts to cut off American forces and secure key terrain like Hill 300 and the Condillac Pass achieved mixed results. While some German gains were made, they were driven back by American artillery. Conversely, Allied attempts to sever N-7 were repelled by strong German counterattacks, leading to a tactical stalemate.

That fight was no game of chess—it was a brawl for the lifelines out of there. Both sides knew whoever held those escape routes held the keys to the whole sector. We clawed and fought for every inch, and in the end, that struggle fed right into the bigger job—kicking the enemy out and driving on to liberate southern France.

~~ General Howitzer

6 VP’s

card

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

countryside

Location:

Southern France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Invasion

Codename:

Operation Dragoon

Summary:

Objectives:

Six VP’s, plus terriotorial objective medals for the Axis if they capture the towns, and for the Allies if they reach the river’s edge.

Terrain:

The Montelimar scenario has 5 hllly hexes dominating the center of the field of battle, plus several nearby hills. The side which controls this has some hope of reaching their objectives, whether it is the victory point towns, or the victory point riverway.

Troops:

Allies – 9 Infantry, 2 Armor, 1 Artillery

Axis – 9 Infantry, 4 Armor, 1 Artillery

thenmedal allies

Allied Strategy:

1.  The Allies begin the scenario in control of the central hilly hexes, which gives them an immediate edge. This is only blunted by the fact that the Axis are able to move first. If they get the right cards, such as an Assault in the Center or an Infantry Assault command card, they can make an immediate bid to challenge that central control.

2. Note that the hills on the right flank are impassable. This makes the right section almost its own battlefield. If the Axis get an attack advantage down that lane, they will be able to reach the Objective Medal in the town of Grane. 

3. If you hope to hold the right flank, you will need to get a unit into the forest at K4.  A Probe on the Right would allow you to swap places quickly by moving Infantry at L2 to K4, and Infantry K1 to L2

4.  The killer move is to station a unit on the hill (h6) next to, or on the hex (i6) in Condillac Pass.  Then when you are ready to finish off an enemy unit to gain your fifth medal, then also move your other unit from the sixth row hexes where they have been waiting, right up to the Rhone River to capture your sixth medal as a territorial objective! 

 

medal axis

Axis Strategy:

1.  Both of your flanks are strong compared to the Allies. So advance down those if you can, as they each also have an objective medal waiting for you at the end. However, your right flank is guarded by Allied artillery, so the left may be the place to make your biggest push.

2.  You need to take control of the hill in your central section. Your forces are pressed up against the Rhone River and subject to no-retreat hits.

3.  Attack Vector: left flank.  Because the hill hexes of the Condillac Pass are impassable, your entire left flank is its own battlefield.  Should you have the right combination of attack cards, you could pick up three medals by dominating that sector.

 

 

Battle Reports 
(percentage of Allied Victories):

54%

15
BR - Montelimar

Author:

Days of Wonder

Link:

 

Mont Mouchet

Mont Mouchet

scenario_MontMouchet_start_Allies

The Battle of Mount Mouchet took place in June 1944 in south-central France, where the French Resistance (Maquis) mounted a significant stand against German forces. Mount Mouchet served as a major base for the Maquis, who aimed to disrupt German supply lines and occupation efforts in preparation for the Allied invasion of Normandy.

At Mount Mouchet, the Germans came in hard, determined to smash the Maquis stronghold once and for all. Outnumbered and outgunned, those French Resistance fighters didn’t flinch—they fought like lions, slowed the enemy, and bled them for every step. Their stand forced the Germans to pour in resources they could’ve used elsewhere, and that alone was a victory of sorts.

In the end, the Maquis were overrun and the mountain fell—but their grit and sacrifice echoed loud. That fight showed the world that France’s spirit was unbroken, and in the critical months after D-Day, it helped weaken the enemy’s grip on the region. The Maquis proved you don’t need tanks and planes to make a difference—you just need guts, and plenty of it.

~~ General Howitzer

4 VP’s

card

Card Balance:

Allies – 5

Axis – 4

Complexity:

2

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: 4 Medals
(Each Axis Armor unit counts as two VP’s.)

Terrain: 

Countryside

Troops:

Allies – 7 French Resistance

Axis – 6 Infantry, 2 Armor

medal allies

Allied Strategy:

1. The Allies quickest path to victory lies in eliminating the Axis armor units, which each count as two VP’s for the Allies. This means quickly gaining control of the forest hexes on the left flank in order to attack the armor from a position of defensive cover.

2.  Also grab control of the hill on the right flank to gain the heights advantage against the enemy.

medal axis

Axis Strategy:

1.  As soon as possible, get your armor into the battle, as your infantry is slightly outnumbered.  But be careful, and do not get too close as each lost armor counts as two VP’s for the enemy.

 2. Your forces begin in disarray, so you will need to coordinate your troops into a cohesive fighting force.

Classic Battle Reports
(percentage of Allied victories):

42%

11
BR - Mount Mouchet

Author:

Days of Wonder

Link:

Market Garden (Nijmegen Bridges)

Market Garden (Nijmegen Bridges)

scenario_NijmgenBridge_MarketGarden

The Battle of Nijmegen Bridge was a key engagement during Operation Market Garden in September 1944, a large Allied operation aimed at securing key bridges in the Netherlands to create a direct route into Germany.

General Howitzer’s comments:

“Listen up, men! In September of ‘44, at Nijmegen, those bridges over the Waal River were the keys to the kingdom—a direct shot into Germany itself. The plan was big—Operation Market Garden—take the bridges, link up the airborne and the armor, and ram straight for the Ruhr.

But those Germans weren’t just going to hand over those bridges. They had them locked down tight, and it took the 82nd Airborne, those American paratroopers, to cross that river in flimsy little boats under fire like hell itself. They paddled across, outflanked the Germans, and took those bridges with guts and bayonets.

We got the bridges, but we couldn’t hold Arnhem, and the whole damn operation fell short. But don’t let that fool you—the boys at Nijmegen showed what it means to fight with everything you’ve got. That’s how you break the enemy’s back—take the objective, hold it, and never let go until the job’s done!

6 VP’s

card

Card Balance:

Allies – 6

Axis – 5

Allies move first.

Complexity: 4

Conditions:

Countryside

countryside

Context:

Historical

Location:

Netherlands

Year:

1944

Theater:

Western Front

Codename:

Operation Market Garden

Summary:

Objectives:

6 Medals including bridge hex objectives.

Terrain:

Countryside with a river and train tracks cutting across the battlefield.

Troops:

Allies –  7 Infantry, 6 Armor, 1 Artillery

Axis – 9 Infantry, 1 Armor, 1 Artillery

medal allies

Allied Strategy:

1.  Use your armor to attack the many defensive positions of the enemy.  When the time is right, then capture your objective medals.

2.  Take the time to move your artillery into a more centralized position for attack.

3.  The Axis forces are so well-defended that you will need to attack them from a distance and significantly degrade them before direct assaults.  But you need to do this quickly as many of their forward forces are close to your and able to launch some subtantial attacks against you.

4.  The Axis Artillery is a Big Gun! That means that once they hone in on you with one hit, they are able to increase the dice attacks by one. So if they hit you once, and you have any figures remaining in the hex, you need to bug out, and move those figures to a new hex. 

medal axis

Axis Strategy:

1.  The Allies have an overwhelming armored force, so much of your work is defensive in nature, although you should pursue any soft targets you can locate. However, your two advanced infantry forces in the center have the ability to do significant damage to the enemy armor if you can quickly attack them while they are in no-retreat positions.  Be aggressive and you may be rewarded!

2.  There are two bridge objectives which you must protect. Stay close to each of them, and protect them well.

3.  Your Artillery is a Big Gun, so use it on semi-permanent targets so that you can take advantage of the additional die roll.

17
BR - Nijmegen

Author

Lipovec

Lipovec

scenario_Lipovec_start_Axis

July 22nd, 1941—Lypovec. Operation Barbarossa was tearing into the Soviet Union, and here came the Slovak Mobile Brigade—five thousand men, 43 tanks, and 123 artillery guns—charging into their first real scrap against the Red Army.

They smashed into General Tkachenko’s 44th Rifle Division—some fresh, some worn ragged—but the fight was no parade. The Slovaks had spirit, but their tanks ran thirsty, and fuel was scarce. They pushed into the town, only to be hammered by furious Soviet counterattacks.

What saved them? The guns. Artillery thundered, covering their retreat and keeping the whole affair from turning into a disaster. In the end, the Slovaks learned the hard truth—courage and machinery mean little without supply and strength in numbers. Against a seasoned, determined foe, they were blooded, beaten back, and reminded that war is unforgiving to the unprepared.

~~ General Howitzer

6 VP’s

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

Ukraine

Year:

1941

Theater:

Eastern Front

Campaign:

Operation Barbarossa

Codename

Summary:

The dominant factors in the Lipovec scenario is the river going across the battlefield, and the two artillery units safely ensconced in each of their own city hexes.  The Axis win most encounters in this scenario, primarily due to the skillful use of their Armor.

Objectives
Six VP’s. No medal objectives

Battlefield
The battlefield is split horizontally by the River Szob, which is a fordable river. There is also one bridge crossing.

Troops:
Allies – 10 Infantry, 2 Artillery
Axis – 10 Infantry, 3 Armor,  1 Artillery

Allied Strategy:

1. The Allies begin the round with three forest hexes deep into Axis territory, controlled by sandbagged infantry. This presents an early point of attack, and becomes the locus of the seesaw battle for control. Take advantage of those forward points and attack as quickly as possible at the Axis enemy pressed up against the battlefield barrier. For every flag thrown against a unit against “the wall” will be counted as a hit. This increases your chance of getting a hit by 17% for each unit.

2.  Allies have two artillery vs. the Axis’ one. So take advantage of the long-range hits available to you. The central artillery has reach of most of the battlefield. Use it.

3. As defenders in this game, unless the cards clearly dictate otherwise, you can wait across the river for the Allied attack, and then hit them when they are paused at the Szob River.

Axis Strategy:

1. The enemy begins with control of three hexes on the Axis side. So Axis will have to target the enemy incursion hex by hex to push him back. Unless Axis is given a great set of cards for a flanking attack, they will want to clear all enemy troops on their side of the river before trying to cross over.

2. You have six infantry units on your left flank. They can approach the enemy under the cover of the forest and hills, to get very close for the attack.

3.  Axis have an overwhelming advantage with armor.  Put them into action by dealing with the infantry hiding in the forest hex center seciton.

4.  The enemy Artillery in the center on third row is a problem.  A direct attack is going to be costly. Wait until you get some powerful attack cards like Barrage, Airpower, BEH, TFH, or Firefight, then attack it. Either destruction or retreat flags will give you some breathing room to attack the enemy on the flanks.

5.  Plan of Attack:  Eliminate the forward central Infantry, while moving up along both flanks to soon attack the other two forward Infantry in each section.  Use your Armor as much as possible, but watch that you do not get in range of the enemy Artillery in the center. Once the enemy Infantry units are gone, the left section across the river provides the best attack vector, as it is further from the two enemy Artillery.  You will have to moderate and adjust this plan as cards allow.

15
BR - Lipovec

Author:

Days of Wonder

URL

Liberation of Paris

Liberation of Paris

The Liberation of Paris took place from August 19 to August 25, 1944, as Allied forces advanced through France following the D-Day landings. Resistance fighters in Paris, along with civilians, began an uprising against the German occupiers, seeking to reclaim the city before it could be destroyed.

General Howitzer’s summary:

Leclerc’s Free French rolled in with our 4th Infantry on August 24, linking up with the resistance and blasting through what was left of the German holdouts. After some damn fine street fighting, their commander—von Choltitz—had the good sense to ignore orders to torch the city and surrendered the next day.

Taking Paris wasn’t just a win—it was a thunderclap. It lit a fire under Allied morale, crushed the myth of Nazi invincibility, and gave us back the heart of France. From that point on, the road to Berlin got a whole lot shorter.

5 VP’s

Card Balance:

Allies – 5

Axis – 4

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Summary:

The Allies vastly outnumber the Axis in this scenario. Their objective is to reach the three town hexes on the outskirts, which are permanent medal objectives. But first they have to get past the forest in the center, and the German defenses made up of sandbagged troops, barbwire, and artillery.

Objectives:

5 VP’s, plus the Allies have three towns available to them as Permanent Medal Objectives.

Battlefield:

Countryside with a lot of forests, and the outskirts of Paris at the Axis side of the field.

Troops:

Allies – 6 Infantry, 8 Armor

Axis – 4 Infantry, 2 Armo, 2 Artillery

Allied Strategy:

1.  You have a lot of tanks. Use them. You should be able to very quickly take out the infantry behind the sandbags and move down to the towns to scoop up our Permanent Objective Medals.

2.  The Battle Reports for this scenario heavily favor the Allies, so if you are playing both sides in a full game, make sure to capture all you can while you are playing the Allies.

3. As Allies, it really comes down to the battle on your strong left flank.  You have to break through the blockade of the enemy sandbagged infantry and the defending armor unit.  The more quickly you break through, the more likely the win.  But if the Axis are able to make you pay dearly with two or more units to break through, the game odds may even out.

Axis Strategy:

1.  This is mostly a defensive game for the Axis.  Keep your infantry behind the sandbags, and maximize the use of your armor and artillery to slow down the enemy advance.

2.  At a certain point, you may need to move your infantry into the towns in order to make it more difficult for the Allies to capture those Permanent Objective Medals. Remember, once they get one, they can leave the town and go for the next Objective.

3.  It generally seems to be a mistake to move one of your armor to C5 between your two infantry, in an attempt to get some easy hits on the enemy no-retreat infantry on the second row. You may get as much as three hits. However, in most cases, the Allies are able to bring forward two to four armor units and target all their forces on your lone armor hex, resulting in a quick VP for the enemy.

Battle Reports (percentage of Allied victories):
75%

20
BR - Liberation Paris

Author:

Days of Wonder

Link: