Breakout to Lisyanka

Breakout to Lisyanka

The Breakout to Lisyanka was a key engagement during World War II, fought in early 1944 on the Eastern Front. The battle saw Soviet forces encircling a large German force. The Germans attempted to break out from the encirclement to link up with their reinforcements near Lisyanka, with fierce fighting as they sought to escape Soviet attacks.

While some German units managed to break through, the escape was costly, with heavy losses in men and equipment. The Soviet success significantly weakened German capabilities in Ukraine, contributing to the broader Soviet advance in the region. The battle is often highlighted as a key moment in the Soviet efforts to liberate occupied Ukraine.

General Howizer summarizes it this way:

The Breakout to Lisyanka was a blood-soaked slugfest where the Soviets slammed the trap shut, and while some of the doomed Germans clawed their way out, they left behind a graveyard of men and machines—crippling their grip on Ukraine and fueling the Red steamroller westward.

7 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

3

Conditions:

Winter

Location:

Ukraine

Year:

1944

Theater:

Eastern Front

Campaign

Codename

Summary:

The goal for the Axis is to breakthrough, as the name implies, over the hilly ridge and across the river exits. For Allies, the goal is to of course prevent this. The forces begin in a non-symmetrical dispersion, which makes for a fun scenario.

Objectives:

7 VP’s, plus the Axis have Exit Medals they can try for.

Battlefield:

There is a ridge of hills going across the center, plus some ravines to provide a bit of cover to infantry.

Troops:

Allies – 10 Infantry, 4 Armor, 2 Artillery

Axis – 9 Infantry, 3 Armor, 1 Artillery

Allied Strategy:

1.  As the Allies you must defend against three objective medal locations, the two-hex towns of Golyadi, and Nekrasino, each worth one VP, there is also the frozen river exits along the bottom of the battlefield. Your objectives however, are simply to destroy six enemy units. There are seven enemy infantry units to target and some armor and artillery, if they give you the chance.

2. Be aware that the Axis have Combat Engineers who can attack your infantry in the trenches at close range – with no combat restrictions. So make it one of your early goals to finish them off.

3. Make good use of your artillery in the middle section to defend your troops in the trenches.

Axis Strategy:

1.  Attack with your frontline infantry right away, to create some movement space for your armor, and also to neutralize the nearby enemy who will quickly attack from close range.

2. Try to avoid your right flank which is packed with enemy forces ready to pounce with both armor, infantry, and artillery. You may have better luck on your left flank which has less enemy artillery power. 

3. You can also quickly overwhelm the enemy infantry at i6, to provide a proving ground for your forces to prepare for the breakout.

4.  Remember that if you get any of your Infantry across the Exit hexes, you will earn two! Medals per Infantry (and one for Armor).  So if you get a Behind Enemy Lines, this will provide you with the distance to move in, attack the enemy, and then quickly escape out the back row for an easy two medals.

Classic Battle Reports:

(percentage of Allied victories)

52%

Battle Reports:
18
BR - Lisyanka

Author:

Link:

Breakout at Klin

Breakout at Klin

  • When & Where:
    December 1941, near the town of Klin, northwest of Moscow, during the Soviet counteroffensive in the Battle of Moscow.

  • Context:
    After months of German advances toward Moscow, Soviet forces launched a major counterattack. German troops, particularly from Army Group Center, found themselves overextended and at risk of encirclement near Klin.

  • The Battle:
    Soviet forces attacked from multiple directions, threatening to trap German units in the Klin salient. The Germans, under pressure and facing severe winter conditions, conducted a fighting withdrawal, breaking out of the encirclement and retreating westward.

  • Outcome:
    The Soviet Red Army recaptured Klin, dealing a blow to German morale and momentum. The breakout marked a turning point in the Moscow campaign, with German forces now on the defensive for the first time in the war.

Lessons from General Howitzer:

“The Breakout at Klin wasn’t just a German retreat—it was the moment the Red Army showed the world it could counterpunch. And it was the first time the German war machine started to cough and stall. Learn from it, gentlemen: never overreach, never underprepare, and never, ever give your enemy a second chance to swing.

6 VP’s

Card Balance:

Allies – 3

Axis – 6

Complexity:

3

Conditions:

Winter

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Battle of Moscow

Codename

Summary:
At the start, the Axis are line up mostly against the lower border, while the Russians have control of much of the board. The objective for the Axis is to either destroy the forces, or as the name implies breakout past them to the exit hexes at the top of the battlefield. If the Axis can effect rapid movement (and Blitz rules are in effect to help with this ) they can make it past the Russian troops blocking their path in excellent defensive positions, and achieve victory.

Objectives:
It is a long 6 VP game, fought at, often, close quarters, while they Axis seek two objectives, to destroy the enemy and to escape the enemy.

Battlefield:
This is a winter war with a mix of urban and countryside, making for an intersting battlefield deployment and field of play.

Troops:
The Axis –  7 infantry, 4 armor, 2 artillery.
The Russians –  9 infantry, 2 armor, 1 artillery.

Allies:

 1.  You are positioned very closely to the enemy  on your left flank, and in the center at the trenches.  Attack as much as you can before the enemy breaks out from their center section congestion.

2. You also have a well-placed center section artillery which you can use to decimate the enemy forces. Use it!

3. Your best opportunity for some significant kills is on your left flank.  You will need to get your armor up there to assist your forward infantry. But you need to do it quickly before they are wiped out by the nearby enemy.  And because of winter conditions, you can only move your armor two hex per turn, so don’t waste any time and get them moving!

Axis:

1. Axis, note that on your right flank the Russians are nearly on top of you, with a sandbagged infantry only two hexes away from your backwall, and another one three hexes away. Since you have two infantry hexes pressed against your back border, with no retreats, an early attack against you is going to result in several hits. If you can move on your right flank right away with a decisive attack, you can begin the breakout successfully.

2. The next immediate objective for the Axis forces is to get some mobility for your armored forces. Get them out from behind the town and factory hexes with which they begin the battle.

3. Note that you have two artillery units at your disposal in the center section. At the start of the battle, there are four enemy hexes within your full power two-hex attack. Use those artillery at every chance.

Class Battle Reports:

(percentage of Allied victories)

19%

20
BR - Klin

Author

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Bloody Ridge

Bloody Ridge

scenario_BloodyRidge_start

September 1942—Guadalcanal. The place? A godforsaken jungle. The mission? Hold Henderson Field—or lose the whole damn island.

The Japanese came in hard, full of fire and fury, dead set on taking back that airstrip. And standing in their way? A thin line of Marine Raiders and the 1st Marine Division, led by Colonel Merritt Edson—a man who knew how to fight.

They dug in on that ridge near the field, and when the sun went down, hell lit up. The enemy came in waves, screaming, charging, trying to break our line with steel and guts. But Edson’s boys? They didn’t break. They held, bled, and threw everything back in the enemy’s face.

For three nights it was chaos—bayonets, grenades, bullets in the dark. But when the smoke cleared, Henderson was still ours, and the ridge was soaked in blood—American and Japanese alike. That hill earned a new name—“Bloody Ridge”—and it damned well deserved it.

That stand turned the tide on Guadalcanal. It proved that the Japanese could be stopped. It proved that when the enemy thinks we’ll break—we dig in deeper.

That’s the kind of fight I respect—outnumbered, outgunned, and still coming out on top.

~~ General Howitzer

6 VP’s

Card Balance:

5 – 5 

Complexity:

2

Conditions:

Jungle

Context:

Historical

Location:

Guadalcanal

Year:

1942

Theater:

Pacific Theater

Campaign

Summary
Bloody Ridge has a large series of hills in the center of the battlefield, occupied by the Marines who are defending against a vast hoard of Japanese attackers.

Objectives:
6 VP’s, plus the Japanese can target two hexes at the top of the battlefield representing Henderson field as Objective Medals.

Battlefield:
Jungle with a series of bluffs in the center, controlled by the Marines.

Troops:
Marines, 10 infantry, 1 artillery
Japanese, 12 infantry, 1 artillery

Allies:

1.  One advantage you have as Allies is your artillery which is placed in the center of the battlefield, straddling the left and center sections.

2. Because the Marines are out-numbered, and behind sandbags, they have a primarily in a defensive role in this game, unless the cards cooperate. So do not rush out of your protection unless given a good reason by the cards and circumstances. And that’s an order!

3.  Because of the Seishin Kyoiku Doctrine, and the Banzai War Cry, you positively need to hit every full-power enemy hex unit at least once.  This will reduce their attack from the super-powered 4D attack.  If not, they will overwhelm your forces.

Axis:

1. The Japanese have a numerical advantage. This fact, combined with the principles of Seishin Kyoiku, and the Banzai War Cry mean that you should rush forward as quickly as possible while your infantry units are still fully intact to get the extra attack dice provided.

2. You have an advantage on your left flank with your artillery and infantry. That is your probably best forward option. Watch out for the Marine artillery on your right flank.  

13
BR - Bloody Ridge

Author.

URL

Battle of Warsaw

Battle of Warsaw

memoir 44 battle

The Battle of Warsaw on September 1, 1939, marked the beginning of World War II, as Germany invaded Poland and launched a full-scale assault on its capital. German forces, using blitzkrieg tactics with tanks, aircraft, and artillery, quickly overwhelmed Polish defenses.

Warsaw held out for several weeks under heavy bombing and siege, but after intense fighting and massive civilian casualties, the city surrendered on September 28, 1939. The fall of Warsaw marked the collapse of organized Polish resistance and the start of a brutal occupation.

General Howitzer summarizes its impact:
Warsaw was the first hard punch of the war—Germany rolled in with tanks and bombers, and Poland never stood a chance. The city fought like hell, but blitzkrieg was fast, brutal, and unforgiving. When Warsaw fell, the world saw what Hitler was willing to do, and what happened when you weren’t ready. It lit the fuse for everything that followed and proved this war wasn’t going to be clean or quick—it was going to be total.

6 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

4

Conditions:

Countryside – Urban

Location:

Warsaw, Poland

Year:

1939

Theater:

Western Front

Campaign:

The Invasion of Poland

Codename:

Case White / Fall Weib

Summary

The Axis begin in countryside, and thus, have ease of movement.  But as soon as they begin to breach Warsaw, it becomes an urban challenge for them, and the tanks are much less useful.

Objectives:
6 VP’s, which can also include one temporary Medal Objective, if two of the four Fortress hexes are occupied.

Battlefield
This is a complex scenario with the Allies defending Warsaw as they are surrounded by Axis invaders. The battlefield is composed of roads, wire bales, sandbagged troops protected in city and church hexes. Since this is an urban scenario, the infantry will play a major role for both sides.

Troops:
Allies – 10 Infantry; 2 Artillery
Axis – 10 Infantry; 6 Armor; 1 Artillery

Allies:

1. Note that although the Axis have overwhelming armor advantage, the number of infantry hexes in this scenario are balanced at ten – ten. And since infantry are the primary forces useful for urban warfare, this part, at least, is good news for the Allies.

2. The Allies also have two well-placed artillery in two corners of the city. They can provide an effective deterrent against the Axis onslaught. Use them at every opportunity.

3. The scenario begins with two infantry forces out in the open on unguarded hexes. Get them into a town or church hex as you are able to, as there is no point in giving up easy VP’s to the enemy.

4.  The Axis Infantry unit at A5 is in a no-retreat position. If you have the cards, you can gain some hits there early in the game.

 

Axis:

Big Picture strategy for the Axis is to soften the urban infantry defenses with long-distance shelling from your artillery and armor. Only when they are weakened should you move in for the close assault from the infantry. 

1. Two of the four Fortress hexes become a temporary Objective Medal if the Axis can keep and hold them. Note that although they are occupied by Polish troops at the start of the scenario, they are not sandbagged, like some of the town hexes. This makes them a possible point of attack for you.

2. The Axis have overwhelming armor forces, but given that this is an urban scenario, their fire-power is limited. They can be kept at a distance and used to soften the defenses in preparation for an infantry attack. Remember that armor and infantry are designed to work together.

3. However, should you get an armor assault card, you may give consideration to moving right next to all of the heavily guarded infantry hexes, so that you can complete a close assault maneuver with one extra dice for every attack. With two dice per attack, and four armor units, you can do serious damage to the enemy, and soften them up for your infantry assault.  This will have the additional benefit of having the armor units automatically removing the barb wire, so that when the infantry does come, they can attack with more firepower. But once this is completed, then pull back your armor as quickly as possible.

4. The placement of your forces on the right flank is awkward. You have an infantry and an armor unit with no retreat option. Unless you move those to a better spot, they will be targeted by the Allied artillery, granting them a quick early VP.

5.  Remember that, as Axis, you can convert Recon cards into air attacks.  This will give you additional opportunities to take out entrenched units, like the artillery.

Battle Reports

(percentage of Allied victories):

51%

17
BR - Warsaw

Author:

Days of Wonder

Link:

Battle of Kalatch

Battle of Kalatch

scenario_Battle_of_Kalatch_start

The Battle of Kalach (August 8–11, 1942) was a significant engagement on the Eastern Front during Operation Blue, the German summer offensive aimed at capturing the oil-rich Caucasus and Stalingrad. The battle occurred near the town of Kalach (now Kalach-na-Donu), located west of Stalingrad.

German forces, primarily from the 6th Army, clashed with Soviet troops in an attempt to secure critical crossings over the Don River. The Germans aimed to encircle Soviet forces defending the area and advance toward Stalingrad. Despite stiff resistance, the Soviets were forced to retreat across the river after suffering heavy casualties. The German victory at Kalach cleared the way for their advance on Stalingrad, where the subsequent battle would become a turning point of the war.

While a tactical success for the Germans, the battle highlighted the growing determination of Soviet forces and set the stage for the eventual encirclement of the 6th Army during the Battle of Stalingrad later in 1942.

General Howitzer summarizes this battle’s significance:
The Germans may have won the ground, but they missed the bigger picture—those Soviet boys weren’t breaking, they were digging in. This fight lit the fuse that would blow the 6th Army to hell at Stalingrad. You can win a battle and still lose the war if you don’t see what’s coming.

~~ General Howitzer

6 VP’s

card

Card Balance:

Allies – 4

Axis – 5

Complexity:

3

Conditions:

Countryside

countryside

Location:

Russia

Year: 

1942

Theater:

Eastern Front

Campaign:

Codename:

Operation Blue

Summary:

This scenario begins with half of the Russian forces stuck behind an impassable river with only a single bridge from which to advance. At the same time, one third of the German forces are stuck in the corner.

Objectives: 6 Medals, including the town of Dobrinka as a temporary territorial medal for the Axis

Terrain:

Mostly open countryside with a few forests and hills. There are two rivers with bridges behind which many forces for each side are stuck.

Troops:

Allies – 3 Infantry, 6 Armor

Axis – 3 Infantry, 6 Armor

medal allies

Allies:

1.  If you want to defend your units around the town of Dobrinka and the accompanying medal, you will need to get your forces moved forward very quickly. Many of them are stuck behind the Le Don river, so you will need to cross the bridge with your armor quickly.

2.  Move your armor on your right flank into the center, to defend your other center section armor which is behind the Le Don River and will need some protection until they do so.

 3.  About the only way to win this scenario is to get your armored forces out from behind the Le Don river.  Make it your first priority, before attacking the enemy, no matter how tempting, to get your forces into play. You each of six Armor units, but with three of yours stuck behind the river, and backed up against the border wall, they are as good as sitting ducks.  Get them across the bridge ASAP!

 

medal axis

Axis:

1. Historically, the Axis executed a pincer move from both sides. You will have to get your forces across the bridge of the Le Tchir River as rapidly as possible. 

2.  The natural focus for your first attack is of course the two Allied infantry units defending the town of Dobrinka.

3.  The Allies have two Armor units up against the border at columns J and I.  If you can get your Armor up there in time, you can smash them against the wall. Six dice on average will give you an extra hit for each flag.  It is a very quick way to take out that half of the battle forces. 

 

22
BR - Kalatch

Author.

URL

Bastogne Corridor West

Bastogne Corridor West

scenario_BastogneCorridorWest

Let me tell you something: Bastogne Corridor West was a knockout punch thrown in a snowstorm, and our boys delivered it with grit frozen to their faces.

In late December ’44, the Germans came crashing in from the west, hell-bent on slicing through the lifeline that kept Bastogne alive. They thought they could slam the door shut before the Third Army reached the paratroopers. Well, they were wrong.

Patton’s tankers, infantry, gunners, and flyboys stood their ground in the worst winter Europe had seen in years. The enemy hit hard—armor, guns, the works—but our men hit harder. Through drifts, smoke, and steel, they held that corridor like it was the spine of the whole damn war—because it was.

By beating back that counterattack, we kept Bastogne supplied, kept the line unbroken, and broke the enemy’s last real chance to split our forces. It was a turning point in the Bulge, and it proved once again: when the Allies are cornered, they don’t fold—they fight their way out.

~~ General Howitzer

6 VP’s 

including some territorial objective medals.

card

Card Balance:

5 – 5

Complexity:

3

Conditions:

Winter

winter

Location:

Belgium

Year:

1944

Theater: 

Western Front

Campaign:

Ardennes

Codename:

it was part of the larger Battle of the Bulge (German codename: Unternehmen Wacht am Rhein, or Operation Watch on the Rhine)

Summary:

This is a reverse of the Corridor East scenario. But in this scenario both forces are pressed up against their respective borders. The scattered forests in the center of the battlefield are up for grabs to whomever can get to them first.

Objectives:

6 medals including territorial medals for each side by controlling their town objectives.

Terrain:

Winter, wooded, with open plains for fun tank battles

Troops:

Allies – 8 Infantry, 7 Armor, 2 Artillery

Axis – 6 Infantry, 6 Armor, 1 Artillery

Allies:

1.  Big picture strategy for Allies is to quickly mobilize your forces before the enemy armor moves in for attack.  Get your Infantry into defensive positions in the towns of Moricy, Remagne, Lavaselle, and Sibret if you can.  This will slow the Axis attack while you mobilize your own Armor.

2. You have two Artillery.  If the enemy moves forward quickly, you can begin using them immediately. If they delay advancement, you can move your own Artillery forward one or two hexes. Air Power cards are played as Artillery Bombardment, so it will be good to have your Artillery in a forward position, should that card become available.

 3.  The Axis have the advantage of being closer to the forests. So they will be able to place their Armor in there, and blast you if you try to make a frontal assault out in the open middle section. Your best attack vector is your left flank, where your forces can move forward under the protection of the towns and forest’s on that side. 

4.  Wait them out in the center section until either they come out from the forests, or you have the cards for a massive assault.  Of course, if you can capture the forests first, that is the way to go.

 

Axis:

1.  Big picture strategy is to move your Infantry into the forests, and mobilize your Armor rapidly for some early hits against the enemy before they have had a chance to mobilize.

2. Because there are a lot of open spaces, and a lot of Armor, this can become very much a tank battle. So choose your section and focus of attack carefully. The center section gives your forces the most mobility.

 3.  Capture the center forest hexes. Then begin moving your artillery and your right flank forces forward to put pressure on the enemy.

4.  Keep the pressure on your left flank. If you get close enough to the town of Sibret, in the corner, near the end of the game you can grab that as your last Medal.

 

 

18
BR - Bastogne West

Author:

Days of Wonder

URL