Capture of Sapun Ridge

Capture of Sapun Ridge

Scenario_Toulon_start_Allies

6 VP’s

Card Balance:

Allies (Soviet Union) – 6

Axis (Germany) – 5

Complexity:

2

Conditions:

Countryside

countryside

Context:

Historical

Location:

Crimea

Year:

1944

Theater:

Eastern

Campaign:

Codename:

Summary:

Objectives:

6 VP’s

Battlefield:

Countryside with trees and hills

Troops:

Allies – 11 Infantry, 2 Armor, 1 Artillery

Axis – 9 Infantry, 1 Artillery

Special Rules: 

1.  Sniper

2. Special Weapons

3. Night Attacks

4.   Steep Hills

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Allied Strategy:

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Axis Strategy:

Author:

Link:

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Capture of Asosa

Capture of Asosa - First Belgian Victory [ Abyssinia ]

Scenario_Toulon_start_Allies

Listen up—this is how wars are won.

In March of ’41, a hard-fighting outfit from the Belgian Congo—the 11th Battalion of the Force Publique—marched into Abyssinia to take the fight straight to the Italians. No hesitation, no excuses. They clawed their way up the brutal high ground of Mount Kirin, took their hits in ambushes near Asosa and Megale, and kept moving. That’s what real soldiers do—they advance under fire and don’t look back.

Then came the punch. On March 11th, they struck Asosa fast and hard. The Italians weren’t ready—caught off guard, unsure of what they were facing, and too slow to react. Their resistance crumbled, and they ran for Addis Ababa. That’s the power of speed, aggression, and surprise. You don’t give the enemy time to think—you hit him so hard he breaks.

That victory wasn’t just a win—it was a statement. The Force Publique proved they could take the offensive, seize ground, and drive the enemy out. The lesson is simple: take the high ground, keep moving, and when the moment comes—attack with everything you’ve got.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

2

Conditions:

Desert

desert

Context:

Historical

Location:

North Africa

Year:

1941

Theater:

Mediterranean

Campaign:

Codename:

Summary:

Objectives:

6 VP’s, plus an Allied Temporary Medal Objective for capturing the Hospital

Battlefield:

BThis is a desert combat field with little room to hide, so the goal is to hit hard and fast.

Troops:

Allies – 9 Infantry

Axis – 6 Infantry

 

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Allied Strategy:

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Axis Strategy:

Author:

Link:

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Easy Company – Paradrop in the Night

Easy Company - Paradrop in the Night

They dropped our boys all over hell and back—but that didn’t stop them. The 506th Parachute Infantry hit the Normandy bocage scattered, disorganized, and under fire. But Americans don’t wait for perfect conditions—we make them. Lieutenant Richard Winters pulled together what he had—35 men—and went looking for the fight. Through hedgerows thick as walls and Germans lurking in every field, they pushed forward, linked up, and took the initiative.

At first light, Winters and his men didn’t hesitate—they struck. That German artillery battery at Brécourt Manor? Neutralized. Clean, aggressive, textbook assault under pressure. That’s how you win: move fast, hit hard, and never let the enemy regain his footing. Easy Company didn’t just survive the drop—they turned chaos into combat power. And from that moment on, they were on the march to victory.

~~ General Howitzer

Medals

7 VP’s

card

Card Balance:

Allies – 6

Axis – 5

Complexity:

3

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.  The many bocages means that both sides will need to be patient as they slowly attack and degrade enemy forces.

Objectives: 7 Medals

There are three Objective Medals available for the Allies, one Temporary Medal, and a Double Permanent Medals award if they are able to take out the Artillery unit near Grand Chemin.

Terrain: 

Countryside with hedgerows and forests.

Troops:

Allies – up to 10 Infantry units

Axis – 8 Infantry, 1 Artillery

Special Rules:

1.  Paradrop Rules

2.  Night Attack Rules

3.  Heroic Leader Rules

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Allied Strategy:

1. 

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Axis Strategy:

1. 

Battle Reports

2
BR - Easy Company

Author:

This is an official FFM44 scenario that was played during the 2022 Nantes tournament.

Link:

Clervaux – The Road to Bastogne

Clervaux - The Road to Bastogne

December 16-17th, 1944:

Clervaux was the first hard punch the Germans threw on their dash toward Bastogne during the opening of the Battle of the Bulge, and our boys met it head-on.

At Clervaux, the men of the 110th Infantry Regiment were badly outnumbered and staring down German armor—but they didn’t blink. They fought from roadblocks, stone buildings, and that old castle like seasoned professionals, squeezing every minute they could out of the enemy. They knew the mission wasn’t to win ground; it was to bleed time.

Clervaux fell, but it fell hard—and that delay threw sand in the German gears. Those precious hours helped seal Bastogne’s defenses and turned a German gamble into a fight they couldn’t win. That’s how wars are won: not by retreating fast, but by making the enemy pay for every damned mile.

~~ General Howitzer

VP’s: 8

Card Balance:

Allies – 5

Axis – 6

Complexity:

3

Conditions:

Winter

winter

Location:

Belgium

Year:

1944

Theater:

Western 

Campaign:

Battle of the Bulge

German Name:

Unternehmen Wacht Am Rhein

Summary:

This is a fun and exciting scenario as the Americans attempt to hold off a German onslaught of tanks and infantry in the Battle of the Bulge.

Objectives:

Eight Medals.  There are also two Exit Medals for the Germans to breakthrough, and three Permanent Medal Objective (Turn Start), including the castle at Clervaux.

Battlefield:

Winter conditions, with roads and rivers cutting through the battlefield.

Troops:

Allies – 8 Infantry, 3 Armor, 1 Artillery

Axis – 9 Infantry, 7 Armor

Special Rules:

1.  Winter Weather rules – two hex armor movement

2.  Reduced Visibility rules – only hit with Grenades unless in Close Assault

3.  Tank Destroyer (2,2,2,2), and hits Armor on Stars

3.  The river is frozen, but impassable.

4.  Pontoon Bridge rules – use an Attack card to build a bridge; instead of moving three units, build one Pontoon Bridge.

5.  Also play with Winter Combat cards in addition to regular Combat cards

6.  Winter Combat Cards – two per player; 

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🔥 Winning as Allies

1.  The enemy has overwhelming force against you – if they can get their Armor across the river. So your strategy includes two phases; Phase One: Attack while you can before the Armor shows up.  Phase Two: once the Armor makes it into the battle, then retreat to defensive positions.

2.  Defend the Exit Hexes.

3.  Defend the three Permanent Medal Objectives.

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🔥 Winning as Axis

1.  First priority is to get some bridges built across the impassable Our River, so that your tremendous tank force can make a difference in this battle.  Play an Attack card, and instead of moving three units, build a Bridge in that section. The goal will be to build one bridge in both the left and right sectors.

2.  Once you have the Pontoon Bridge built, get your Armor across immediately and start pushing towards the Objective Medal Hexes on both your right and left sectors.  They are Permanent Objectives (Turn Start), so you will need to get your forces onto the hex and hold out for one turn to win it.

1
BR - Clervaux

Author: Days of Wonder

URL

Utah Beach [Breakthrough]

Utah Beach [Breakthrough]

At Utah Beach, the Americans did exactly what winning armies do—they adapted, moved fast, and drove inland with purpose.

The sea shoved our boys off target, but instead of whining about it, they took advantage of it. They came ashore where the Germans were weaker, reorganized on the fly, and went straight at the enemy. The leadership of Brigadier General Theodore Roosevelt Jr., made the difference—clear orders, aggressive movement, and no hesitation. By linking up with the airborne troops and punching inland, the U.S. forces turned what could have been confusion into momentum.

Casualties were light because the attack was bold and decisive. Utah wasn’t a grind; it was a lesson. War rewards speed, initiative, and commanders who seize opportunity. On Utah Beach, the Americans did all three—and that’s how you win.

~~ General Howitzer

12 VP’s

card

Card Balance:

Allies – 

Axis – 5* (first turn starts with 4)

Complexity:

4/5

Conditions:

Beach

beach

Context:

Historical

Location:

Normandy

Year:

1944

Theater:

Western

Campaign:

D-Day

Summary:

This is an Breakthrough game, so make use of the Breakthrough Command cards.

Objectives:

12 Medals 

Terrain:

Beach terrain

Troops:

Allies –  Infantry, Armor, one Destroyer

Axis – Infantry, Armor, Artillery with Big Guns

Special Rules:

1.  Destroyer – attacks at 3,3,2,2,1,1,1,1 (with a locked in targeting reticule upon a successful hit)

2.  Entry hexes for the Axis (Use one initiative roll [see Overlord rules] before each turn for the Axis.)

3.  Big Gun rules – attacks at 3,3,2,2,1,1,1,1 (with a locked in targeting reticule upon a successful hit)

 

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Allied Strategy:

1.  You have a Destroyer in the bay. Use it as much as you can to target the enemy Big Guns. Once you hit them once, you can assign a Target Reticule to the hex if you make one hit, allowing you to roll one extra Dice until the unit is eliminated or moves from the hex.  Do not move the Destroyer too close, or the two enemy Big Guns can eliminate you. 

2. You need to break through all the Infantry blockades in the bunkers and sandbags, and escape out the Exit Hexes as soon as you can before the tanks show up.

3.  Take the time to remove the barb wire lining the beach. It will take one turn to remove it, but it will speed up the escape for all the troops who follow. 

4.  You can win this scenario and never venture beyond row twelve.  Make use of the Exit Hexes. 

BIG PICTURE STRATEGY FOR BOTH SIDES:

1.  This is a Breakthrough version of the Utah Beach attack, so it is long, 12 hexes, and you will need to use the Breakthrough cards, to get some additional movement options for each side. 

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Axis Strategy

1.  You will need to get your troops down to the Allied Exit hexes in the upper part of your left section, ASAP.  Move all Armor up the road to block the Exit Hexes.  If you succeed in rolling any Armor on your initiative roles, start them at the Entry Hex on your left section to try to get as many forces as you can into play near the Exits.

2.  You have two Big Guns alongside the bay.  You can wipe out a lot of troops if you use them at every chance. 

1
BR - Utah Beach [Breakthrough]

Author:

Days of Wonder

Link: