Gates of Moscow (Typhoon)

Gates of Moscow (Typhoon)

scenario_GatesMoscow_start

Operation Typhoon was the German military campaign to capture Moscow during World War II, launched in early October 1941 as part of their broader invasion of the Soviet Union (Operation Barbarossa). The offensive aimed to deliver a decisive blow by taking the Soviet capital before winter set in.

German forces, under Field Marshal Fedor von Bock, advanced with two large army groups and made initial gains, encircling and destroying significant Soviet forces. However, stiff Soviet resistance, logistical challenges, and worsening weather slowed the German advance. Muddy conditions in October, followed by the onset of harsh winter, further hampered their progress.

By December ’41, the Germans thought they had Moscow in their grip—but Zhukov and his Siberian wolves had other plans. Hardened for winter, those Red Army troops stormed forward in a counteroffensive that drove the Wehrmacht off the city’s doorstep. It was the first time Hitler’s war machine got its teeth kicked in, proof that Blitzkrieg had limits when it slammed into a determined foe with steel in its spine and snow in its veins.

~~ General Howitzer

7 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity: 

4

Conditions:

Urban

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Barbarossa

Codename:

Operation Typoon

Summary:

The Gates of Moscow is a complex scenario which results in a brutal battle with many digital ‘casualties’ on both sides.

Objectives:

7 VP’s, including two Objective Medals for Axis

Terrain:

Frozen field with Kaluga river cutting vertically and a ridge of hills cutting across horizontally.

Troops:

Allies – 10 Infantry, 2 Armo, 2 Artillery

Axis – 10 Infantry, 8 Armor, 1 Artillery

🔥 Winning as Allies

1. Big picture strategy for the Allies. This is a defensive scenario, so stay behind your sandbags and defend the two medal objectives.  Move your Artillery and Armor forward into the battle.

2.  Although there is a large Axis force massed against the Allies, the Axis side starts back against the game border. Allies can use this to their advantage, by turning retreat flags into deadly kills. Target the Axis forces which have no retreat available to them. This will increase your odds of a kill by another 17%. This increases the likelihood of an armor hit from 33% to 50%, and an infantry hit from 50% to 67%.

3.  Attack Vector Left Flank:  The enemy forces are congested. If you have a good set of cards, you can move in, and clear out many of the forces, including the armor.

🔥 Winning as Axis

1.  Big picture strategy for Axis is to disperse your bunched-up troops and concentrate your forces on the front-line enemy to eliminate them as quickly as possible before they score too many hits against your forces.

2.  Keep pushing forward as you attack with the goal to eventually be to capture the bridge hex medal (often as a final decisive move to end the game).

3.  This is a long scenario of 7 medals, so you will have to take out the centrally located enemy Artillery. It is sand-bagged on a hill, but it needs to be attacked quickly.

4.  Beware of your armor trapped behind the row of trees on your right flank.  Do not try to take out the enemy infantry in the woods, because they will inflict heavy penalties on such an attempt.  Best option is to get them into the tree line and then out into the open for more fruitful attacks.

 

Battle Reports (percentage of Allied victories):

34%

(These are historical records. The poll on the right is new results.)

29
BR - Gates

Author:

Days of Wonder

Link:

 

Flanking Maneuver at Bir Hakeim

Flanking Maneuver at Bir Hakeim

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“Now let me tell you about that flanking maneuver at Bir Hakeim—a real brawl in the North African sands back in May and June of ‘42. Rommel was out there with his Panzers, trying to outfox and outflank the whole Allied line, and he found that weak spot right at Bir Hakeim.

But the Free French, under General Leclerc, they weren’t about to roll over and die. Hell no! Those boys dug in, held their ground, and fought like hell. Rommel’s men swung around the flanks with tanks and firepower, but the French held on—courage, grit, and a lot of lead flying every which way.

When the walls closed in, those Free French didn’t surrender. They broke out—fighting their way out of that trap like men possessed, slipping through the enemy’s fingers and living to fight another day.

So here’s the lesson, boys—a good flank can break an army, but a fighting spirit can break the odds. Those Free French showed the world what it means to hold your ground and punch your way out when you’re surrounded. That’s how you do it!”

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

3

Conditions:

Desert

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign

Codename

Summary:

The Axis have a superior force against the British in this scenario. But the British are defended by a series of sandbagged infantry, and another set hidden behind mines and wire rolls. The Bir Hakeim Oasis provides medical relieft and restoration to Allied troops, just like a Medics and Mechanics card. So this adds an interesting element to the game.

Objectives:
Five hexes, plus the Axis have two hexes with Medal Objectives plus a set of Exit Hexes to go for.

Battlefield:
Open desert with one three hex berm cutting an an agnel in the center section. There is also a large minefiled on the Allies right blank, laid by the Allies.

Troops:
British – 7 Infantry, 2 Armor, and 1 Artillery. British troops are guarded by sandbags and mines.
Axis – 7 Infantry, 6 Armor, and 1 Artillery

🔥 Winning as Allies

1. First moves: Your infantry behind the minefield will quickly be under attack from the enemey armor. Be prepared with a response. Also your armor is kind of out of the action at the start of the scenario, so get them up onto some berms to be prepared to attack the enemy. Recognize that you will get attacked by enemy armor, but it will be from a position of strength.

2.  Keep your infantry behind the sandbags as long as you can. They are preventing the enemy from getting access to the Exit hexes.

🔥 Winning as Axis

1. As the Axis commander it is your job to locate where you will gain the five VP’s for this scenario. Many of the Allied infantry are sandbagged up on dunes, and it will be a slow slog to pick them off with your armor. But the infantry behind the minefield is more availble. There is one in a bunker and then two unprotected. But watch out as one of those infantry units is actually an Anti-tank Gun which can hit Armor with grenades, armor, and stars on the dice roll. So you may be able to get two possibly three units from your left flank. The other two VP’s will have to come from enemy armor, two units, or one armor and one infantry perhaps.

2. If the cards warrant it, try to concentrate your forces in the center section so that you can quickly respond to needs in either flank.

3. You have an artillery; use it. If you move it foward one row, the sand-bagged infantry will be within your two-dice bombardments.

4.  There are three Exit Markers available to you.  Occasionally, with the right set of cards, a commander may be able to force one or two units out the door. But this can come at a cost as you must pass heavily entrenched enemy forces to do so.

Classic Battle Reports:

(percentage of Allied victories)

31%

Scales-Axis-Weighted
31
BR - Flanking

Author:

Days of Wonder

URL

First Assault Wave (Omaha Beach)

First Assault Wave (Omaha Beach)

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The invasion of Omaha Beach on June 6, 1944, was a pivotal part of the D-Day landings during World War II’s Operation Overlord. Omaha Beach, one of five landing sites in Normandy, was assaulted by U.S. forces, primarily the 1st and 29th Infantry Divisions, supported by specialized units.

Heavily fortified by German defenders from the 352nd Infantry Division, the beach presented challenging terrain with high bluffs, barbed wire, and entrenched gun emplacements. American troops faced intense machine-gun fire, artillery, and obstacles as they landed, resulting in high casualties, particularly in the initial waves.

Despite the heavy losses, small groups of soldiers managed to breach the German defenses, scaling the bluffs and neutralizing key positions. By the end of the day, the U.S. forces had secured a tenuous foothold, paving the way for the larger Allied advance into occupied France. The success at Omaha Beach, though costly, was crucial to the ultimate liberation of Europe from Nazi control.

General Howitzer’s perspective:

“Let me tell you something—Omaha Beach was no picnic. The enemy had the high ground, the machine guns, and every advantage. But our boys? They didn’t stop. Through smoke, blood, and hell itself, small squads clawed their way up those bluffs, took out key positions, and broke through the defenses.

By day’s end, we had ourselves a fragile foothold—but it was ours. And that patch of bloody sand became the launch point for the drive to liberate France and crush the enemy war machine.

So don’t ever forget—victory doesn’t come easy. It comes from courage, sacrifice, and the will to fight forward when every instinct says to drop. That’s what won Omaha. That’s what wins wars.

6 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

2

Conditions:

Beach

Context:

Historical

Location:

France

Year:
1944

Theater:

Western Front

Campaign:

D-Day

Codename

Summary:

True to history, this is a tough battle for the Allies to win.

Objectives:

5 VP’s including Medal Objectives

Battlefield:

Omaha Beach is well-guarded with hedgehogs, barbwire, and numerous hills to slow down the Allied advance. If they successfully make it off the beach, there are three towns at the edge of the battlefield with victory points for them.

Troops:

Allies – 10 Infantry, 3 Armor

Axis – 7 Infantry, 2 Artillery

🔥 Winning as Allies

1.  Get off the beach as quickly as possible!

2.  Keep your armor and infantry attack cohesive. They are both needed to successfuly breach the bunkers. The armor fires from a safe distance, and then when ready, the infantry moves in for the kill and take over.

memoir 44 cohesive fighting forces

3.  One of your Infantry on the right flank is a special forces which can move two hexes and still attack.  Get it up to the enemy as quickly as possible.

🔥 Winning as Axis

1.  The Axis have artillery on each flank, which gives you control over nearly every hex on the beach. Use them to good effect.

2.  There are five! town medal objectives which need to be defended for this scenario. If you can slow down the advance of the Allies, it will give time for your artillery to hit them.

 

Battle Reports (percentage of Allied victories):

19%

30
BR - First Assault Wave

Author:

Days of Wonder

Link:

 

Counter-Attack on Mortain

Counter-attack on Mortain

“Alright, boys—here’s the lowdown on that Axis stunt they called Operation Lüttich. Early August ‘44, the Germans thought they’d knock us back on our heels by punching through at Mortain, aiming to cut us off at Avranches and stop our drive into Brittany. Hell of a plan—if we were asleep!

They hit us hard at first, but we didn’t blink. Our boys dug in, held those lines with guts and grit. And don’t forget—our flyboys were on ‘em like hounds on a fox, raining steel and fire from the skies until those Nazis were howling for mercy.

The result? Germany’s counterattack went up in smoke—smashed, scattered, and thrown back with a hell of a lot of their tanks and men left behind in the dust. That’s the way to fight, boys—no retreat, no surrender, and always give ‘em hell!

~~ General Howitzer

4 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Codename:

Operation Luttich

Summary:

As it was historically, the Allies are very well protected, and controlling most of the field of play.

Objectives:

4 VP’s, and one Objective Medal for Axis

Battlefield:

This scenario has a nice combination of hills, forests, and hedgerows scattered across the battlefield. There is also a river in one corner making it difficult for extra infantry and armor to engage in the war.

Troops:

Allies – 9 Infantry, 2 Armor, 2 Artillery

Axis – 7 Infantry, 6 Amor

🔥 Winning as Allies

1. You have the advantage of terrain control, defensive positions in hedgrows, forests and towns. But you need to take advantage of it by quickly attacking where you can.

2. Your right flank is your weak one, being outnumbered by enemy forces, 5 to 2.  Use your infantry on Hill 317 to attack the no-retreat armor before it moves away.

3.  Note that as long as you have your forces on either of the two hexes of Hill 317, you can use any Recon (on the right) cards to call down Airpower attacks against the Axis. Use it, and bomb them back to Berlin!

4.  Then move your infantry in the back of the right flank forward into the town of Mortain to support your other infantry unit on the hill, and to box in the enemy even more than they are already.

5. If you have the movement points, you can place your infantry at I1 into the village to defend the Objective Medal.

6. Get your armor in your left corner into the action ASAP. If you can get over to the river before the enemy has moved into safety, you can score one or two VP’s by attacking them in their no-retreat positions.

🔥 Winning as Axis

1.  Your forces on the left flank are bunched up, and you have a no-retreat armor ready to get hit by the infantry hidden in the woods. You need to create some mobility on your left and some of your troops into the woods to attack the enemy.

2. Your right flank is equally problematic. You are a sitting duck back against the border. So you need to get those troops into safety into the nearby towns, at least. Even better if you have the cards to move them out into the action. Or else when the enemy armor in the upper right flank becomes mobile, they will make their way down and easily destroy one or two units.

3.  It is going to be difficult to get all four VP’s, so you should target the Objective Medal in the village on your left flank. If your armor can survive the infantry attacks as you make your way there, it will be an important VP for you.

4. You only need four Medals to win this scenario, and three of them are on your left flank, ready for the taking. Just take out the two Infantry units and roll into the town of St. Hilaire.

Classic Battle Reports

(percentage of Allied victories):

39%

32
BR - Mortain

Author:

Days of Wonder

Link:

Counter-Attack of the BEF

Counter-Attack of the BEF

Counter-Attack of the BEF

Memoir 44 scenario Counter-Attack of the BEF

France, May ’40—Guderian cuts to the Channel and splits the front. Gort answers with a punch at Arras: Franckforce—Matildas and Durhams—drives south of the city, hits Rommel by surprise, scatters his cyclists, and rolls over light guns like they’re tin. Then Rommel does what winners do—drags up heavy artillery and 88s, fires direct, and stops the thrust. Dusk brings the Luftwaffe; the counterattack bleeds out. By nightfall the BEF falls back, and the only road left is the sea—Dunkirk.

Lesson: shock opens the door, but you hold it with guns and air. Mass your armor, keep your flanks covered, bring the big artillery, own the sky—and don’t stop moving.

~~ General Howitzer

VP’s

12

card

Card Balance

Allies – 6

Axis – 5

Complexity:

4

Conditions:

Countryside

countryside

Location:

France

Year:

1940

Theater:

Western

Campaign

Codename

Summary:

This scenario accurately reflects the difficult job the British had in 1940 to try to stop the Axis onslaught with a courageous Counter-Attack by the British Expeditionary Force (BEF).

medal allies

🔥 Winning as Allies

1.  There are a couple of medal objectives available to you, just beyond the train tracks (row 8) at the towns of Agny and Wailly (row 11).  If you can position two of your forces within movement distance of both of them, you can set yourself up for a final medal capture and win.

2.  Attack Plan: do not cross the railroad tracks on row 8, until you have eliminated all enemy forces on row 7.  Just line up – with appropriate safety spacing – your Armor and Artillery and pick off the Infantry units on that row until they are gone. Deal with any enemy Armor that gets moved into the battle as well.

3.  It is going to be difficult to protect and hold control of the town of Arras at A9.  If you can get enough forces over there in time,  you may be able to put up a good fight.  But you will be in enemy territory the entire time, and it will be difficult to control.  You could consider either a strategic withdrawal, to preserve your Infantry unit, or stay and fight, attempting to take out as many enemy forces as possible before your demise.

4.  Your weak section is your right flank. With the enemy 88 Artillery in the woods, they present a formidable challenge to advance in that sector. You will need to deal with it first.  The way to do this is to get your Artillery unit in the region up to row 4 or 5. You will be out of reach of the 88, and will be able to pick it off.

5.  Your Artillery units are too far back. Take every opportunity to move them forward.

medal axis

🔥 Winning as Axis

1.  You can actually win this one without crossing the railroad tracks on row 8. But the BEF must cooperate by attempting to come in for the kill. You can finish them off, and then save your final coup-de-grace for the Medal in the town at A9.

2.  Possible Attack Vector:  Target the town of Arras at A9, which has an Axis Temporary Medal Objective.  Start moving forces up in that direction. It will have two benefits of concentrating your firepower into one sector, and then after a successful destruction of the enemy in that region, you can capture the town of Arras – and hold it – for an additional medal. This attack plan could potentially yield two to three medals, maybe more.

3.  Your Armor is misplaced at the start of the battle. Take every opportunity to move it forward, so it can begin to attack across the railroad tracks at the enemy.

Battle History Results

14
BR - CounterAttack of BEF

Author.

URL

Capturing the Crossing

Capturing the Crossing

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“Capturing the Crossing” refers to a World War II battle during the Normandy campaign, focused on securing a key bridge over the Odon River in late June to early July 1944.

Brief Summary:

  • Context:
    Part of Operation Epsom, launched by British forces to outflank Caen and push westward. The Odon River valley was a natural defensive barrier held by the Germans.

  • The Battle:
    British units, fought to capture and hold the bridge crossings over the Odon River.  German SS Panzer divisions mounted fierce counterattacks to repel the advance and regain control.

  • Tactics:
    The British used coordinated infantry, armor, and artillery to secure the crossings under heavy fire and poor weather conditions. Engineers rushed to reinforce and repair bridges under fire.

  • Outcome:
    British forces successfully captured and held key crossings, enabling a bridgehead south of the Odon. However, they faced continued German resistance and did not achieve a full breakthrough.

  • Significance:
    The battle was part of the slow Allied grind toward Caen, tying down German armor and paving the way for later operations like Goodwood and Cobra.

General Howitzer’s Summary:

“Boys, let me tell you about the push across the Odon in the summer of ‘44. It was part of Operation Epsom, the British aiming to outflank Caen and punch westward. The Odon River valley was no picnic—it was a natural fortress that the Germans, including those damn SS Panzer divisions, were ready to die defending.

The British didn’t flinch—they threw in everything they had: infantry, tanks, artillery, and those hard-as-nails engineers. They fought like devils in the mud and the rain, grabbing those bridge crossings under heavy fire and refusing to let go.

The Germans counterattacked like rabid dogs, but the British held firm. They didn’t smash through to Caen, but they sure as hell got a bridgehead south of the Odon, and that put Jerry on the back foot. That bridgehead was the key to bigger things—Goodwood and Cobra wouldn’t have happened without it.

So remember, men: sometimes it ain’t about the breakthrough—it’s about digging in, holding on, and bleeding the enemy dry!

6 VP’s

Card Balance:

Allies – 6 

Axis – 5

Complexity: 3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

The Battle for Caen

Codename:

Operation Epsom

Summary:

Objectives:

6 VP’s, and a territorial objective medal for the Allies

Terrain:

Countryside with forests, hills, some villages and the Odon River.

Troops:

Allies – 9 Infantry, 5 Armor, 1 Artillery

Axis – 8 Infantry, 4 Armor, 1 Artillery

medal allies

🔥 Winning as Allies

1.  Your left flank is strong. Your right flank is weak. The center section is more balanced. You have a bit more firepower, but the enemy has well protected Infantry in hedgerows.  You will need to take up secure positions in the woods facing the enemy and begin to degrade their defensive positions before you launch a frontal attack.

2.  Your artillery in the left corner should be moved forward into the nearby town to increase its effectiveness.

3.  Be aware that an armor battle from your position at L3 to j6 is likely to be lost due to the fact that the enemy Armor is sandbagged. You will need to bring in your additional Armor at i2 into the fray to even out the battle.

 

medal axis

🔥 Winning as Axis

1.  The Odon River presents a mobility challenge for the armor units behind it, forcing them to angle to the left flank or cross the bridge before they can engage the enemy in the center or right flanks. You will need to get them mobile as soon as you can.

2.  The enemy has you at a disadvantage with slightly more Infantry and Armor, and one additional card, thus increasing their responsiveness.  You will need to compensate with strategic care and precision, and not waste resources on ill-conceived attacks.

3.  Your right flank is weak. Your left flank is strong. The center section is a little more balanced. Allies have a bit more firepower, but your sandbagged infantry will be hard to dislodge.

13
BR - Capturing the Crossing

Author.

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