Sword Beach

Sword Beach

Scenario_SwordBeach_start_Allies

June 6th, 1944—Sword Beach. The British came in swinging on the eastern flank of Normandy, and they made it count.

Under General Miles Dempsey, the 3rd Infantry Division, backed by tanks, naval guns, and airborne troops, hit that beach like a battering ram. Their mission? Take the beach, punch inland, link up with the Canadians on the left and airborne boys on the right, and grab the city of Caen.

They ran headfirst into resistance from the German 716th Infantry, dug in and waiting. But it didn’t matter—Allied firepower and planning turned those bunkers into scrap. The Brits cleared the beach, pushed several miles inland, and set up a strong foothold by nightfall.

They didn’t take Caen on Day One—but they owned Sword Beach, and that was the damn prize. That success helped anchor the whole eastern flank of the invasion and gave us the momentum we needed to crack open Nazi-occupied France.

Sword Beach was no walk in the park—but it was a well-executed, hard-hitting assault that helped open the gate to Western Europe.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 5

Axis – 4

Complexity:

2

Conditions:

Beach

Location:

Normandy

Year:

June 5th, 1944

Theater:

Western Front

Campaign:

D-Day Invasion

Codename:

Overlord

Summary:

Like all Normandy beach invasions, this is a battle between well-defended but overwhelmed Axis forces who are trying to slow down the Allied onslaught.

Objectives:

This is a five VP game with three town hexes as Objective Medals. The goal for the Allies is to get to the town VP Objective hexes ASAP, and for the Axis it is all about slowing down the Allied advance enough to get a few knockout Tactic cards against them.

Battlefield:

Sword Beach has no hills or bluffs to slow the Allied advance off the beach

Troops:

Axis –
6 Infantry,
1 well-placed artillery in the center of the field,
1 badly positioned armor unit stuck in the corner behind a forest.

The Allies –  9 Infantry,  3 Armor

medal allies

Allied Strategy:

1.  As with all beach scenarios, the challenge is for the Allies to get off the beach as quickly as possible.

2.  The three! objective medals in the towns against the back border represent a clear and compelling goal for the Allies. If the Allies can maximize their movement cards off the beach and blitz past the defenders for the town hexes, victory can be had rather quickly.

3.  The Axis artillery in the center of the battlefield is very dangerous and unless the Allies have an excellent set of cards, should not be attacked. The best strategy – as indicated by Alexis Beuve in the Memoir 44 Tactics & Strategy Guide is to attack on the flanks in order to avoid the devastating pounding from the centrally placed artillery.

4.  You have three Elite Infantry which are capable of moving two hexes and still attacking. This is imminently valuable for a beach assault. They all start way back in the ocean hexes, but if you take the time in the early gameplay to get them moved forward, they will help you to quickly approach and attack the enemy forces.

5.  Possible Attack Vector:  split your forces in a “V” formation, and send half to the left, and half to the right, so that you can avoid the enemy Artillery in the center sector.  It is set so far back from the beach that if you try to assault it with your Infantry, they will get decimated before they get close to it, so unless you have a Bombard or Airpower card, it is best to avoid it. 

medal axis

Axis Strategy:

1. The Axis armor in the corner is hidden away and of no use. Therefore, as early as possible, the Axis needs to move the tank into the forest hex, where it will have to stop for one turn. But from there it can make its way out to the battlefield. The decision as to whether to place the armor in the center section or the right flank, will depend in part on where the Allies choose to deploy their forces. But once this armor gets out the Axis player should be able to score one or two VP’s, especially if he catches the Allied forces while they still have their back to the water, resulting in some no-retreat hits.

2. Use your artillery as much as possible, before the enemy takes it out with Barrage or Air Power, or an Infantry Assault. This will be one of the Allies’ early objectives. So use it well while you have it.

3. Should you pull your infantry from the back row where they are defending Objective Medals? Early on, if you have the opportunity, they could bolster your forces which are trying to prevent the Allies from coming off the beach. But once the full scale Allied invasion begins to form, they will be sitting ducks in the open terrain, and should be pulled back to guard a Medal Objective.

Battle Reports

(percentage of Allied victories):

46%

27
BR - Sword Beach

Author:

Days of Wonder

Link

Strasbourg

Strasbourg

On January 7, 1945, the German Nineteenth Army launched an attack south of Strasbourg against the First French Army in an operation code-named Sonnenwende (“Winter Solstice”). This offensive was part of a broader German effort to counter the Allies’ advance in Alsace and maintain control over key territory in eastern France.

The attack aimed to push back the French forces and threaten Strasbourg, a strategically vital city for the Allies. Despite initial German gains, the French First Army, with support from American forces, mounted a resilient defense. Allied artillery and air support helped to stall the German assault, ultimately preventing the Nineteenth Army from achieving its objectives.

The failure of Sonnenwende weakened German forces in the region and contributed to the broader collapse of German defenses in Alsace, allowing the Allies to solidify their hold on Strasbourg and continue their push toward Germany.

General Howitzer’s summary:

Sonnenwende was a damn flop for the Germans—it drained their strength, cracked their lines in Alsace, and handed us the keys to Strasbourg. From there, it was full steam ahead, straight into the heart of Germany.

 

5 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

4

Conditions:

Winter

Location:

France

Year:

1945

Theater:

Western Front

Campaign

Codename:

Sonnenwende (“Winter Solstice”)

Summary:

Objectives:

5 VP’s, and two Medal Objectives for Axis

Battlefield:

Strasbourg is a winter scenario with a frozen river cutting diagonally across the battlefield. It is passable. There is also an impassable river with three bridges crossing it. Each set of troops are squeezed against opposite corners causing an exciting asymmetrical warfare experience.

Troops:

Allies – 8 Infantry, 3 Armor, 1 Artillery

Axis – 6 Infantry, 4 Armor

Allied Strategy:

1. You need to defend the medals in the town and bridge hexes because the Axis are going to come at you with everything they’ve got.  They have you outnumbered by armor and there is a lot of open territory, so you will need to get your forces into defensive positions.  

2.  Your infantry in the forward right flank are in a position to attack the enemy forces backed up against the border so hit them while you can. 

Axis Strategy:

1.  Big picture strategy for you is to push your forces down the center section and to pursue the two medal objectives in the town and bridge hex. 

2.  Because your forces are pushed up against the back wall, you need to get them mobile as soon as possible.  Your most immediate concern is to deal with the two Infantry units right in front of you.  

Scales-Allies-Weighted
30
BR - Strasbourg

Author:

Days of Wonder

URL

Sidi Rezegh Airfield

Sidi Rezegh Airfield

scenario_SidiRezeghAirfield_start

“Listen up, boys! Back in November ‘41, the battle for Sidi Rezegh Airfield was one hell of a dust-up in the North African sands. The South Africans and the British 7th Armoured Division—those Desert Rats—were gunning to knock the Axis on their heels and bust open that siege at Tobruk.

The Germans and their Italian pals weren’t about to give up that airfield without a fight. Our boys slammed into those anti-tank guns and Panzers like a battering ram, and at first, they made some headway. But Rommel, that desert fox, came roaring back with his own counterattack, and it turned into a slugfest—blood, sweat, and tanks grinding it out in the sand.

In the end, the Brits had to pull back from the airfield, but they gave Rommel a bloody nose and knocked his supply lines out of whack. And don’t forget—Operation Crusader didn’t end there. That airfield scrap was part of the bigger plan that finally lifted the siege of Tobruk and turned the tables in North Africa.

So remember this, men: sometimes you take a few lumps, but you keep punching, and that’s how you win the war!

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1941

Theater:

Mediterranean

Campaign:

Operation Crusader

Summary:
This desert scenario has a roadway passing through two sections cutting at an angle, blocked by escarpments. This is a tank battle ‘mano-a-mano’ and in many cases the attacker with the early momentum can gain the upper-hand and win.

Objectives:
This is a 5 VP game, and since it is a tank battle will go very quickly. The Axis begins with one point already, thanks to their control of the airfiled. 2.

Battlefield:
The field of play is all desert, with an escarpment and road running at any angle through much of the right flank. The small opening between escarpments is where the Axis will have to attack. The British can attempt to use the road for rapid progress towards the top of the map where the airfield lies.

Troops:
The Axis begin with an armor and mobility advantage to their side. The British also have no infantry, so some of infantry command cards will be converted to sigle armor unit commands.

🔥 Winning as Allies

1. Allies need to remember that because of North African Desert rules, your armor can only move two hexes, while Axis can move three. Watch your armor placement carefully to avoid a series of close assault attacks.

2. The Allied armor begins in a congested formation with several units having no retreat options. This places the Allies in a position, since they move first of attacking the Axis armor immediately, before they are attacked – while they are still pinned against the back border – by the three-hex moving Axis units. So even if the card do not allow you to move a lot of units, you simply must attack and get your forces forward.

3. The British will need to attack an overwhelming tank force which has greater mobility than them (3 hex moves vs. 2 hex moves). In order to do this, it may help to threaten an attack on the airfield, thus diverting some Axis armor resources towards defense of said airfield.

🔥 Winning as Axis

1. Axis begins with one victory medal for the airfield. As long as they hold the airfield, they keep the medal. So part of Axis’ considerations and planning must not only include the outright attack on the Allies in the sand, but also thought must be given to defending the airfield. Do not allow the Allies to distract you, while they prepare for an assault against it.

Battle Reports

(percentage of Allied victories):

28%

Scales-Axis-Weighted
34
BR - Sidi Rezegh

Author:

Days of Wonder

Link:

Securing the Flank

Securing the Flank

The battle “Securing the Flank” near Caen, France, was part of the Allied efforts during the Normandy Campaign of World War II in the summer of 1944. Following the D-Day landings, the Allies sought to expand their beachheads and secure strategic positions to enable further advances into German-occupied France.  The fighting around Caen was marked by intense battles in open fields, villages, and bocage (hedgerow) terrain, which slowed Allied progress and caused heavy casualties. Despite these challenges, the Allies ultimately succeeded in securing the area, paving the way for the liberation of Normandy and the advance toward Paris.

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

3

Conditions: 

Countryside

Location:

France

Year:

1944

Theater:

Western

Campaign:

Normandy Invasion

Summary:

Objectives:

5 VP’s, including two temporary Medal Objectives

Battlefield: 

The center of this battlefield has a range of hills facing a three hex town with a Objective medal for the Allies. Control of the center will determine success in this scenario.

Troops:

Allies – 9 Infantry, 4 Armor

Axis – 7 Infantry, 3 Armor, 1 Artillery

🔥 Winning as Allies

1.  The Allies have a temporary medal objective in the town of Fontenay le Pesnel in the top center section.  So grab the hilly ridge just below it, to launch the attack. As you attack the Axis forces around the battle field, you can continue to push up into the city, forcing the enemy to defend on multiple fronts.

2.  Your two infantry in the right section are open and undefended. Get them into the forest hexes as soon as you can.  The Axis have a couple of armor stuck behind hedgerows so you have a bit of time to secure your forces.

3.  Because of the enemy artillery, the left flank is your weak flank. The large open countryside is dangerous territory for your troops to try to cross with the enemy infantry sandbagged in the woods, combined with the artillery.

🔥 Winning as Axis

1.  Your armor in the lower left flank needs to get into action as soon as possible. It will take one move just to move them into a position where they can respond to enemy threats. Do that at your first opporunity.

2. Once you have your armor in place on the left flank, your next concern is your right flank, which can become overwhelmed if the enemy is aggressive and has the right set of cards.

3.  Move your artillery on your right flank forward when you can.  This will give you 2D attack on the front two hexes of the center hill.  This will mute the Axis attack against your fortified infantry in the center.

4.  Protect the city of Fontenay le Pesnel.  Do not let the enemy troops get close enough to hide in the city.  If they control two hexes, you lose the medal to them.

21
BR - Securing the Flank

Author:

Days of Wonder

URL

Schwammenauel Dam

Schwammenauel Dam

Historical Summary

We didn’t fight our way to the Schwammenauel Dam for scenery — we took it because it was choking our advance. The Germans thought they could hold the Roer hostage by flooding the valley and buying themselves time. That was a mistake. American infantry went in, took that dam under fire, and shut the valve on German delay tactics. Once the dam was secured, Operation Grenade could roll forward without interference, and the Roer was crossed on our terms. That action tore down the last real barrier in the Rhineland and put our armies back on the march straight into the heart of Germany — exactly where we intended to go.

~~ General Howitzer

VP’s:

5

Card Balance:

Allies – 5

Axis – 5

Complexity:

4

Conditions: 

Mountains & Countryside

Location:

Germany

Year: 

1945

Theater:

Western Front

Campaign:

Allied Rhineland Campaign

Summary

This is an exciting scenario with some unique features which recreate actual events on the battlefield in 1945.

Objective:

Six Medals will win, but the principle objective for the Allies is to preserve the two dams, Schwammenauel and Urft.  Should either of them get successfully sabotaged by the Germans, and the Allies will likely lose the scenario.

Battlefield:

It is rugged mountainous terrain encircled by a river, mountains, and forests, with a dam at either end of the River Roer.

Troops:

Allies: 10 Infantry, 2 Armor

Axis: 8 Infantry

Special Rules:

Sabotaging a Dam – each of the two dams require a total of 4 stars to be destroyed.  At the start of every turn, no matter what cards they hold in their hand, the Axis player rolls two dice, one of each dam.  However, the dice will only count and apply to a dam if an Axis unit is on the actual dam hex.  For each Star rolled, if the dam is occupied by Axis forces, a star icon is placed on that dam. Once a total of four stars accrue, the dam is destroyed, and the Axis player receives 4! victory medals per dam. 

medal allies

🔥 Winning as Allies

 

1.  Big Picture Strategy:  Destroy the enemy or capture the dams before they are sabotaged. Your best option, historically is to capture the Urft Dam first.

2.  You have two Armor units, but given the rugged terrain, they will be almost useless to you.  If you waste your time trying to get them out from behind the mountain, you will be giving the Axis time to sabotage the dam.

3.  Your paratroopers have landed in a dangerous spot, pressed up against the mountain wall as they are. Move them forward to attack ASAP, before they are destroyed.

4.  Your right flank is your strongest at the start.  Move quickly forward to overwhelm the enemy and secure the  Urft Dam.

medal axis

🔥 Winning as Axis

1.  Big Picture Strategy:  the goal is to delay the Allies (delaying tactics) as long as possible so that you can blow the dam(s).  This will take at least four turns, but in reality, much longer.  If you successfully sabotage one dam, (worth 4 medals!), you only need to take out one other Allied unit to win.  Should you blow both dams, you are guaranteed a win.  (Historically, the Germans were able to blow the discharge valves of the Schwammenauel Dam and flood the Roer River.

2.  The Dam provides no battle protection. The only reason to stay on the hex is to attempt to sabotage the dame.  But once the Allies get close, keep some forces in the woods to attack and slow down the enemy.

3.  The Allied Paratroopers are easy prey, backed up against the mountain.  Take them out quickly before they can attack your forces in the town of Kommerscheit.

1
BR - Schammenauel Dam

Author:

Days of Wonder

URL

Saverne Gap, Vosges

Saverne Gap

scenario_SaverneGap_start_Allies

Listen up, soldiers. The Saverne Gap is the low door through the Vosges—and the key to Strasbourg. On 21 November, XV Corps under Haislip hit the line at Phalsbourg and started prying that door open. While our infantry pressed the pass, Leclerc did exactly what I like—speed and audacity—splitting his 2e DB into two hard-driving task forces: one swinging north via La Petite-Pierre, the other knifing south through the woods by Dabo. They struck Saverne from both flanks, and a southern column punched in from the west, climbing to the Gap and rolling the defenses from behind. The enemy fought, but without depth or reserves you can’t stop a three-pronged hammer. Result: Saverne falls, the hinge breaks, and the road to Strasbourg yawns wide.

Lesson: find the gap, hit it fast, hit it twice, and exploit without blinking. Keep moving—because momentum, not caution, wins cities and ends campaigns.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

4

Conditions:

Moutaneous Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign

Codename

Summary:

Because of the impassable mountains, Saverne Gap is almost like three separate battles taking place.

medal allies

🔥 Winning as Allies

1. As Allies, there is very little opportunity to move troops from one section to another, so you need to watch your tactics carefully and be careful with your attack.

2. One possible opportunity for attack is up the center, if you have the right combination of cards, such as Infantry Assault, you goal is to quickly overwhelm the first town in your way. While they enemy controls that town they can force you back against the wall and score some extra hits with retreat flags. The wire bales in front of the town will definitely decrease your attacking power, but with two or three good center section attack cards, you will eventually be successful. From there, your forces will be able to spread out a bit for the attack against the forces defending town of Saverne.

3. Your right flank will be the most difficult one to maneuver through. With the tight quarters and the enemy protected in a town and forest hex, it will be difficult for your tanks to succeed agains them. The tanks can only fire with one dice at a time. And you only have one infantry force to attack the town and forest hexes. If you can lead with your infantry, they will be more successful by being able to throw two dice at a time for each close assault attack.

4. Watch your card play, and when you get the right combination of special Combat cards, use that as the basis for your decision of which section to pursue your victorious attack.

5.  With a number of left flank cards, you can attack the infantry in the woods and town at a distance.  Degrade and eliminate them, and then move in to attack the town of Saverne itself from the flank, surprising the enemy, just as they did historically.

medal axis

🔥 Winning as Axis

1. Note that because the mountains are impassible, you will not be able to fire your artillery at the outer sections.

2. The center section will be the most important to guard as the town of Saverne represents one VP. If you can delay the advance of the infantry up the center, you may be able to wait for the right combination of cards to assist you with the task of preventing their forward advance.

3. Keep your forces in the forests and town hexes and never leave them. Just stay safely hidden inside as you continuously attack them relentlessly degrading their attacking power.

Battle Reports

(percentage of Allied victories):

46%

24
BR - SaverneGap

Author:

Days of Wonder

Link: