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%

23
BR - SaverneGap

Author:

Days of Wonder

Link:

Rzhev – The Meat Grinder

Rzhev (the Meat Grinder)

Memoir 44 Rzhev Scenario

“Listen up, men! The Battle of Rzhev in that God-forsaken winter of ‘42 was a real bloodbath—some called it the ‘Rzhev Meat Grinder’ and they weren’t kidding. Those Russians threw everything they had at the Germans, trying to smash their lines and give Stalin a breather for Moscow. But the Germans had their trenches dug deep and those Red boys paid for every inch of dirt with buckets of blood.

The snow and ice turned the whole mess into a living hell—no damn place for a man or a tank. Despite all that, the Soviets never stopped coming. Sure, they didn’t take Rzhev right then and there, but they hammered the Germans so hard they finally had to pack up and haul ass out of there later on.

So here’s the lesson, boys: courage is the fuel, and persistence is the blade—but even the toughest steel can wear down when you keep pounding it. The Rzhev campaign was brutal, but it was one more nail in the coffin of that damn Nazi war machine.”

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

4

Conditions: 

Winter

winter

Location:

Russia

Year:

1942

Theater:

Eastern Front

Summary:

Rzhev is a complex scenario recreating the Soviet counter-offensive with a 10 VP goal. This requires a long-term plan, as quick tactical hits will not win such a long battle.  Night rules are in effect.

Objectives:

10 VPs,
including Objective medals for both Axis and Allies, plus Exit objectives for Allies.

The town of Belyi is a temporary medal objective worth 1 medal for both sides. If any unit occupies any of the three hexes marked with an ‘A’ they gain a medal irregardless if an opponent occupies any of the other hexes. Both sides can earn 1 medal at the same time.
The town of Rzhev is a temporary medal objective worth 2 medals for both sides. If any unit occupies any of the 3 hexes marked with a ‘B’ they gain 2 medals irregardless if an opponent occupies any of the other hexes. 

Terrain:

The Axis forces already control much of the battlefield, as sandbagged troops who are very difficult to dislodge, while the Russians are pressed up against the wall.

Troops:

Allies – 9 Infantry including a Sniper, 5 Armor, 1 Artillery

Axis – 10 Infantry including a Sniper, 4 Armor, 1 Artillery

medal allies

🔥 1. Winning as the Soviets (Allies)

Soviets must be surgical, not brute-force.
Your troops have numbers but terrible defensive terrain.
So your victories come from forcing the Axis out of their woods.

Do NOT Push the Center First

The center looks juicy… but it’s a trap.

If you push center:

  • You feed medals to the German artillery in the woods

  • You take 2-dice fire from multiple directions

  • You lose tempo

2.   You can attack the well-protected Axis Infantry units by placing your Armor in the forest and degrading them over several turns. Time is on your side, so there is no need to rush the attack until you are ready.

3. You have a well-placed Artillery right in the center of the battlefield.  Use it at every opportunity to take out enemy forces. If you get the chance to concentrate firepower using a card like Firefight, Barrage, or Airpower, then use it to destroy the enemy Artillery against the back border before it moves forward.

medal axis

🔥 1. Winning as the Germans (Axis)

Because this is a Russian counter-attack scenario, the Germans are primarily in a defensive position and out-numbered. So use your protections well.  You must get your Armor into a good defensive tactical position to allow for mobility when needed, and defense of open terrain in the center and left section.

2. Your artillery is well-placed in the center. Use it to good effect before it is overwhelmed by the enemy.

Battle Reports

(percentage of Allied victories):

31%

31
BR - Rzhev

Author:

Days of Wonder

Russian Breakout

Russian Breakout

The Russian Breakout of 1941, often referring to Soviet counteroffensives following the initial German advance during Operation Barbarossa, marked a desperate but determined attempt by the Red Army to halt the Wehrmacht’s momentum. After suffering massive losses and encirclements, Soviet forces launched breakout attacks—particularly around Kiev, Smolensk, and later Moscow—aimed at escaping German pockets and stabilizing the front.

General Howitzer summarizes it:
The Russians took one hell of a beating in ’41, but instead of folding, they came out swinging—fighting their way out of pockets around Kiev, Smolensk, and Moscow. It was messy, bloody, and half-mad, but it stalled the German steamroller just long enough for winter to slam the door. That breakout didn’t win the war—but it sure as hell kept them in it.

6 VP’s

Card Balance:

Russian – 4

Axis – 6

Complexity:

2

Conditions:

Countryside

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Barbarossa

Codename

Summary:


This scenario begins with both forces arrayed across the battlefield and ready to engage in warfare. If the Russian forces are able to break through to the other side, they can gain a VP for each unit that escapes the battlefield.

Objectives:

Battlefield:

Troops:

Allies – 10 Infantry, 2 Armor, 2 Artillery

Axis – 5 Infantry, 6 Armor, 3 Artillery

🔥 Winning as Allies

1.  As the Russian commander, you are hindered by needing pre-approval on almost everything from the Political Commissar. This will make your card management – responsiveness – much more difficult.  You will need to arrange your forces to maximize mobility, and preserve the multi-sectional and Tactics cards for when you are in a real emergency.

 2.  You are outnumbered in every section except the center, where although you have more units the enemy has more fire-power with three armored units to your one.  But the enemy artillery in the right flank is not protected by the woods, so is a bit weaker. If you have the cards for a breakout on the right, you should pursue it.

3.  Many of your infantry are exposed on the open countryside right in front of the enemy armor. If you can get some of them into the woods, to give you artillery and armor time to weaken the enemy, then your infantry can come out to play shortly thereafter.

4. However, if you get a great set of cards, like Infantry Assault, or center section Assault, you absolutely can overwhelm the armor by your sheer numbers.  If you can get right next to armor with infantry, you are rolling 3D’s, just like them.

🔥 Winning as Axis

1.  Big picture strategy for you is that you have overwhelming armored force, and you should use it before you get overwhelmed by the enemy infantry.

2.  You need to prevent the enemy from forcing their way through your lines to the exit row.

Scales-Axis-Weighted
19
BR - Russian Brkout

Author:

Days of Wonder

URL

Pointe-du-Hoc

Pointe-du-Hoc

scenario_PointeHoc_start_Allies

The Battle of Pointe du Hoc was a critical part of the D-Day invasion on June 6, 1944. Pointe du Hoc, a steep cliff overlooking the English Channel between Utah and Omaha beaches, was targeted because it housed a German gun battery capable of threatening the Allied landings.

U.S. Army Rangers were tasked with scaling the 100-foot cliffs to neutralize the German artillery positions believed to be in bunkers at the top.  About 225 Rangers from the 2nd and 5th Ranger Battalions led by Lieutenant Colonel James Rudder.  Using ropes, ladders, and grappling hooks under intense German fire, the Rangers climbed the cliffs while under heavy fire.  The Rangers discovered the artillery guns had been moved inland. They located and destroyed the guns using thermite grenades. The Rangers suffered heavy losses—fewer than half were still capable of fighting after the battle.

General Howitzer sums up its importance:

Listen up, men—Pointe du Hoc wasn’t just another hill; it was the lynchpin in the whole damned invasion. Our boys scaled those cliffs under fire, ripped out the German artillery, and made damn sure nothing could rain hell on Utah and Omaha. It was guts, grit, and glory—one of the boldest strikes of D-Day, and it damn well helped crack open Fortress Europe.

~ General Howitzer

4 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

2

Conditions:

Beach

Location:

Normandy

Year:

1944

Theater:

Western Front

Campaign:

Invasion of Normandy

Codename:

Part of Operation Overlord

Briefing:

This scenario is a tough one for the Germans, as the Allies have a 69% success rate.

Objectives:

Because this is a 4 VP scenario, every single hit matters, so both Axis and Allies need to carefully target and concentrate their fire.

Battlefield:

This scenario has a ridge running across the entire battlefield. It is a two-hex move to climb the hill, so it is a challenge for the Allies to mount it. But once they do, it is a short trip to the forest in the corner containing additional victory points. 

Troops:

Allies – 9 Infantry

Axis – 5 Infantry, 1 Artillery

🔥 Winning as Allies

1. Like all beach scenarios, the goal is to get off the beach as quickly as possible. But the ridge running across the beach, does allow Allies to assemble their forces just behind the ridge, massing together, until they are ready to climb the ridge together and attack.

2. Watch out for the infantry hex on the Pointe, and for the artillery on your right flank. You will need to shift your forces to the left as quickly as possible, or the enemy could gain one VP before you even get out of the water. You can move your infantry in a straight lateral move while still in the water, to get away from the Pointe.

3. The best pathway to the VP’s in the forest on your right flank, is to overwhelm the enemy on the left flank, and work your way all the way across the middle section into the forest. Once you make your way off the beach on the left flank, you can take a bit of time to assemble all of your forces, and gather the cards you need for your center section attack.  This will keep you out of the Artillery range.

Memoir 44 scenario Pointe de Hoc

🔥 Winning as Axis

1. Take advantage of the ridge facing the shore. If you have the infantry movement cards, get to the ridge and batter the troops as they approach. If you just sit in your bunkers or sandbags, and wait for them to mass and attack, you will be overwhelmed.

2. First moves are to attack with your infantry from on the point, and your artillery while Allies are still in the water. This will force them up the coast away from your artillery, and most importantly, away from the victory points in the woods.

3. Use your artillery well to slow down, harass, and destroy the troops while they are still on the beach.

4. Once the Allies make it up onto the ridge, if you can restore your remaining forces back into your bunkers, it may give you enough time to degrade the enemy forces enough to prevent their achievement of the VP’s in the forest on your left flank.

Battle Reports

(percentage of Allied victories):

69%

Scales-Allies-Weighted
34
BR - Pointe

Author:

Days of Wonder

Link:

 

Operation Cobra

Operation Cobra

scenario_Cobra_start_Allies

Operation Cobra was a key World War II military offensive launched by the Allies in late July 1944 during the Battle of Normandy. Its goal was to break through German defenses and enable a rapid advance across France. Following the D-Day landings, Allied forces faced strong German resistance, slowing their progress.

General Howitzer summarizes:
Operation Cobra was a hammer blow—Bradley opened with a sky full of bombs, and when the smoke cleared, our boys rolled right through Saint-Lô and tore the German line apart. We punched deep into France, drove the enemy into the Falaise Pocket, and opened the road straight to Paris. That’s how you break a front—fast, hard, and without mercy.

5 VP’s

Card Balance:

Allies – 5

Axis -4

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Battle of Normandy

Codename:

Cobra

Context:

Historical

Summary:

The Allies begin with a numerical advantage at the start of the scenario. But they have to make it past well-protected Axis forces who are lodge in hedgerows scattered across the battlefield.

Objectives:

5 VP medals including two territorial medal objectives.

Terrain:

Hedgerows and countryside

Troops:

Allies – 10 Infantry, 4 Armor

Axis – 7 Infantry, 2 Armor

🔥 Winning as Allies

1.  Big picture strategy is to push up the center and to the right towards the territorial medal objectives in the two towns. You should be able to dislodge the infantry in the center hedgerow at G5. But the two infantry in the hedgerows at L5 and K5 are going to be more difficult. You may be able to by-pass them by just going up the center. If you gain the initiative, the enemy will have to respond. And then you can hit him with your superior firepower from your armor, and overwhelm him with your infantry.

2.  You have a numerical superiority everywhere except your left flank. That will be quickly under attack by the enemy forces which can attack your no-retreat infantry. So first turn available, get them into the woods to their right.

3. All of your armor is stuck behind the infantry, so get some movement on your troops. The goal is to maximize mobility, in order to capitalize on opportunity.  Based on the cards, you can decide whether to attack center or right; preferably with armor at a distance to degrade enemy preparedness.

🔥 Winning as Axis

1.  Big picture strategy is that the Allies outnumber you, and your role may be primarily defensive. But your front units in the hedgerows can put up a good fight. If you can get a Dig-In! card early on that will help.

2. Get your armor which is trapped in the back out into a mobile position as soon as you can.

3.  Some early attacks from your troops on the right flank against the trapped Allied troops could gain you a medal, or at least a weakened Allied force in that section.

4.  If it looks like the Allies are going to push past you towards the territorial medal of St. Gilles, you will want to move some infantry there as an additional defensive measure.  Protect your two territorial medals from enemy capture!

Battle Reports
(percentage of Allied victories):
52%

26
BR - Cobra

Author:

Days of Wonder

Link: