Hauts-Vents is Taken

Hauts-Vents is Taken

Listen up. We broke Panzer Lehr’s punch, then Task Force Z, beefed up with three companies from Task Force X, did exactly what winners do—drove straight for the high ground at Hauts-Vents. Our armor blasted through the wreckage, clawed onto the forward slope of Hill 91, and held under heavy pressure. The enemy tried to rip it back—tanks in column, bravado first, brains second. We’d already hauled the guns up; artillery smashed the counterattack, and their armor scattered to the hedgerows.

Result: Hill 91 captured—the day’s decisive prize. Flanks inched forward, but the center took the crown. Lesson: seize the height, bring the guns, break the counterpunch—then keep rolling.

~~ General Howitzer

Medals

6 VP’s

card

Card Balance:

Allies – 6

Axis – 4

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.

Objectives: 6 Medals
The three hexes of Hauts-Vents are each a temporary medal objective for the Allied player.

Hill 91 is composed of six hexes.  If the Allied player controls at least two of those hexes at the start of their turn, they earn TWO temporary medals. If there are less than two Allied forces on the hill, then both medals are returned.

Terrain: 

Countryside with hedgerows and hills.

Troops:

Allies – 7 Infantry, 5 Armor, 2 Artillery

Axis – 6 Infantry, 3 Armor, 1 Artillery

medal allies

Allied Strategy:

1.  The three hexes of Hauts-Vents are Temporary Medal Objectives for the Allies. And Hill 91 counts as two medals if the Allies control at least two of the six hexes.  These objectives should shape your attack vector.

medal axis

Axis Strategy:

1.  The enemy will try to take Hauts-Vents, as occurred historically, so move into defensive positions and finish them off as they try to move in.

Battle Reports

0
BR - Hauts-Vents Taken

Author:

Days of Wonder, part of the 2025 Refresh of the Base Game

Link:

Counter-Attack of Panzer Lehr

Counter-Attack of Panzer Lehr

Listen up. Just past midnight, 11 July ’44, Panzer Lehr shoved columns into the seam between the 47th and 39th Infantry and hacked our wires to pieces. For a moment it was noisy and blind—but the 9th Division sized the breach, slammed in blocks, and sealed the gap like a vise.

What followed was a butcher’s bill for the enemy. Their tanks, bled of momentum and coordination, ran headlong into American armor and anti-tank guns and were picked apart. By afternoon, the counter-attack was gutted—steel burning in the hedgerows, infantry scattered, command broken. They bought themselves one day—nothing more.

Lesson: when the enemy punches a hole, you don’t panic—you orient, block, and crush. Kill the spearhead and the body dies. Then you turn back to the business of advancing.

~~ General Howitzer

Medals

6 VP’s

card

Card Balance:

Allies – 6

Axis – 4

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.

Objectives: 6 Medals
Including an exit medal objectives for the Axis player who escapes through the Allies’ baseline.

Terrain: 

Countryside with hedgerows and forests.

Troops:

Allies – 4 Infantry, 8 Armor, 2 Artillery

Axis – 5 Infantry, 6 Armor

medal allies

Allied Strategy:

1.  You have more firepower than the enemy, but you will need to get into the protection of the hedgerows before they come down the lanes. Then you will be in a position to halt their counter-attack action.

medal axis

Axis Strategy:

1.  Historically, this counter-attack by the Axis failed, so you will have an uphill battle to win. But any units you get across the Allied baseline will result in a medal for you.

Battle Reports

0
BR - Counter-Attack of Panzer-Lehr

Author:

Days of Wonder, part of the 2025 Refresh of the Base Game

Link:

Panzer Lehr at Hauts-Vents

Panzer Lehr at Hauts-Vents

Listen up. Just after midnight, 11 July ’44, Panzer Lehr—Germany’s showpiece—came rumbling through Hauts-Vents, tanks up front, infantry in tow. We didn’t wait for introductions. Our guns spoke first.

Lehr was fresh in January; by July they were tough but tired. In the hedgerows, strength on paper doesn’t matter—fire discipline and nerve do. My units cut their infantry to pieces in a string of sharp dawn fights and bloodied the panzers until their thrusts lost steam. By mid-afternoon, our lines were firm, their armor still dribbling in without mass, and the initiative was back in American hands.

Lesson: meet steel with steel, kill the spearhead, and the rest of the phalanx goes nowhere. Hold the line, then drive.

~~ General Howitzer

Medals

6 VP’s

card

Card Balance:

Allies – 5

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.

Objectives: 6 Medals
Plus, the two hexes of the town of Le Rocher are temporary medal objectives for the Axis player.

Terrain: 

Countryside with hedgerows and hills.

Troops:

Allies – 7 Infantry, 2 Armor, 2 Artillery

Axis – 5 Infantry, 5 Armor, 1 Artillery

medal allies

Allied Strategy:

1.  Your Armor is outnumbered five to two. You will need to coordinate your forces of both the Infantry and Armor working together to fend off the Panzer Lehr forces.

medal axis

Axis Strategy:

1.  You have an overwhelming Armor advantage, but your tanks are blocked and far away from the action (which is more than likely the village of Le Rocher), so you need to get them there as soon as possible.

Battle Reports

0
BR - Panzer-Lehr at Hauts-Vents

Author:

Days of Wonder, part of the 2025 Refresh of the Base Game

Link:

Belle-Lande

Belle-Lande

Listen up. Our attack on Hauts-Vents bogged down. Hobbs did the right thing—shifted weight to the 119th and drove on Belle-Lande to turn the enemy’s flank. Task Force X pressed; Task Force Y moved to back up the 2nd and 3rd Battalions. Then the surprise: Belle-Lande, reported empty, lit us up—tanks dug in, infantry stiff as a board. That unexpected fire choked the relief and killed momentum.

We clawed to the village edge, took the measure, and found steel in the hedgerows. With darkness closing, we pulled the forward elements, called in the guns, and set to blast a path for dawn. End of the day: no objectives taken.

Lesson: never trust last night’s report—recon twice, flank hard, and keep artillery married to the advance. Momentum is earned; when it stalls, you reset and hit harder.

~~ General Howitzer

Medals

5 VP’s

card

Card Balance:

Allies – 5

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.

Objectives: 5 Medals
Plus, the town of Belle-Lande is a complete set of temporary medals for the Allies.)

Terrain: 

Countryside with hedgerows, hills, and 8 hexes for the town of Belle-Lande

Troops:

Allies – 7 Infantry, 6 Armor, 1 Artillery

Axis – 6 Infantry, 5 Armor

medal allies

Allied Strategy:

1.  Historically, the Allies had a hard time attacking Belle-Lande, so your forces on the right flank will be facing a challenge if they attempt to cross the open land into the two defended hexes on the right.  It may be better to pursue the ridge on the right and the hedgerows on the left for the Infantry forces.  Then your Armor can attack from a distance to soften the town defenses before you launch your Infantry against it.

2.  Every hex of Belle-Lande is a Temporary Medal Objective.  Taking out just two hexes of Infantry and moving in, will gain you four of the five Medals needed to win.

medal axis

Axis Strategy:

1.  This is primarily a defensive role for the Axis. Stay behind your sandbags and fire away.

Battle Reports

1
BR - Belle-Lande

Author:

Days of Wonder, part of the 2025 Refresh of the Base Game

Link:

Battlegroup Heintz at Hauts-Vents

Battlegroup Heintz at Hauts-Vents

Listen up. Hauts-Vents was a knuckle of roads west of St-Lô—the kind of crossroads that decides a campaign. The Germans threw together Kampfgruppe Heintz from the 275th Infantry to sit on it. We pushed XIX Corps—30th and 9th Infantry up front with 3rd Armored’s CCB—to rip that hinge off the door.

They fed in Panzer Lehr on the 10th and counterattacked hard on the 11th. Didn’t matter. We took Hill 91, smashed their thrusts, and CCB seized the Hauts-Vents crossroads. Result? Their screen cracked, their line started to sag, and St-Lô’s fall became a question of hours, not weeks.

Lesson: take the crossroads, break the spine, keep moving. Momentum wins France.

~~ General Howitzer

5 VP’s

4 VP’s

card

Card Balance:

Allies – 4

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.

Objectives: 5 Medals
The town of La Rocher has two hexes worth one medal each.)

Terrain: 

Countryside

Troops:

Allies – 9 Infantry, 2 Armor, 1 Artillery

Axis – 7 Infantry, 1 Armor, 1 Artillery

medal allies

Allied Strategy:

1.  Since you only need five medals to win, the town of Le Rocher is of great tactical value for you.  It is close, and it is worth two victory medals.  When you take out the two Infantry guarding it, and move into the town, you will have four of the five medals needed to win.

medal axis

Axis Strategy:

1.  While Hill 91 needs to be protected, you should consider moving your Infantry from the hill in the direction of Le Rocher in order to lend some support against the forces of 120th Infantry.  

Battle Reports

1
BR - Battlegroup Heintz

Author:

Days of Wonder

Link: