Cape Torokina Landings

Cape Torokina Landings (Overlord Map)

“Listen up, men! On November 1st, 1943, our boys hit those beaches at Cape Torokina like a thunderbolt. Those Marines of the 1st and 3rd Divisions didn’t blink at the sight of jungle, mud, and dug-in enemy troops. They took that beachhead by the throat and held on like bulldogs!

This wasn’t just another island—it was the gateway to busting open Rabaul and cutting off those Japanese forces. The jungle was a green hell, but we cut through it, took the ground, and started building the airstrips and supply bases to keep the hammer coming down.

That’s how you do it, boys—land hard, fight harder, and don’t stop until you’ve got a fortress behind you and the enemy on the run. That’s what those Marines did at Cape Torokina—they paved the road to victory in the Pacific!

~~ General Howitzer

Timeline of the Cape Torokina Landings (Bougainville)

  • November 1, 1943D-Day for Cape Torokina:
    U.S. 1st and 3rd Marine Divisions land at Cape Torokina. Initial beachhead secured despite Japanese resistance and tough jungle terrain.

  • November 2–3, 1943
    Marines expand the perimeter, clearing Japanese defenses in nearby jungle areas.

  • Mid-November 1943
    Seabees and engineers begin constructing airfields and supply bases within the beachhead.

  • December 1943–January 1944
    Marines fortify positions, repel repeated Japanese counterattacks.
    Japanese strongpoints isolated and bypassed.

  • March–April 1944
    U.S. Army relieves Marines; continuing operations to expand and secure the beachhead.

15 VP’s

Card Balance:

Allies (Marines) – 9

Axis (Japan) – 8

Complexity:

4

Conditions:

Beach

Context:

Historical

Location:

Solomon Islands

Year:

1943

Theater:

Pacific

Campaign:

Bougainville

Codename:

Summary:

Objectives:

15 VP’s with various Medal Objectives for various territorial control.

Battlefield:

Islands with many rivers, roads, jungles, and hills

Troops:

Allies  – 21 Infantry, 4 Armor, 2 Destroyers, with Landing Crafts to bring them ashore

Axis  – 18 Infantry some with Special Weapons, 1 Armor, 1 Artillery

 

medal allies

Allied Strategy:

1.  There are a number of special rules which you need to be aware as commander of the Allied forces.  First, there are two islands (Torokina & Puruata), which must be taken. Because the enemy begins the battle with forces on the islands, they start the battle with two victory medals.  As soon as you eliminate the enemy from an island, you will cause them to lose a victory medal, but you will NOT gain one.    Also note that because the Landing Crafts (LC’s) leave after dropping off your troops, they will be stranded on that island. So make sure you commit enough troops to win, but not too many.

2.  There are also three Field Bunkers which provide Temporary Territorial Medals to whichever side occupies them.  But you must remain in the bunker to keep the medals. 

3.  What this means then, is that although you begin the battle with overwhelming force, in order to clear the islands, and then occupy the Field Bunkers, you will need to be leaving troops at each of those locations.  So your attack force will be diminished for each parcel of land which you capture.  This must be factored into your planning commander!

medal axis

Axis Strategy

1.  Your primary role in this battle is a defensive one, but that does not mean passive.  You have troops which need to be prepared to fight and brought into the battle arena.

2.  You have an Armor unit stuck in the corner in the right flank. Get it into the action as soon as you can.  

3.  You also have an Artillery which you should use at every opportunity to attack the enemy as they come ashore. 

4.  Make use of the Seishin Kyoiku doctrine to attack with your full force units at every opportunity in order to maximize your extra firepower while they are still strong. 

5. You have a lot of forces on the two islands.  Make the enemy pay for every inch of ground they take on the islands in order to reduce their main attack force.

Battle Reports

1
BR - Torokina

Author:

Days of Wonder

Link:

Operation Market Garden (Overlord)

Operation Market Garden (Overlord Map)

Operation Market Garden, fought in September 1944, was a major Allied offensive during World War II aimed at ending the war quickly by capturing key bridges in the Netherlands and entering Germany’s industrial heartland.

The operation combined a massive airborne assault (Market) by British, American and Polish paratroopers with a ground advance (Garden) by British XXX Corps. The goal was to seize bridges over several rivers, including the Rhine at Arnhem, to create a direct route into Germany.

Listen up, men—Operation Market Garden was bold, daring, and damned near brilliant on paper. Our boys dropped from the sky and stormed bridges across Holland like thunder on the move. They seized their early targets with guts and grit—but at Arnhem, the lion met the cage. The British 1st Airborne fought like hell for every inch, surrounded, outgunned, and cut off from relief.

In the end, the last bridge stayed in enemy hands. The link-up failed, and what was meant to end the war early turned into a costly lesson in overreach. We aimed for glory—and came up “a bridge too far”.

~~ General Howitzer

13 VP’s

Card Balance:

Allies – 13 (!)

Axis – 3 (!)

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

Netherlands

Year:

1944

Theater:

Western

Campaign:

Codename:

Operation Market Garden

Summary:

Objectives:

13 VP’s with Temporary Majority Medal Objectives for whomever holds the majority of the 13 town hexes; plus Turn Start Temporary Uncontested Medal Objectives for the three key bridges.

Battlefield:

Countryside with many roads, towns, rivers, and forests

Troops:

Allies  – 20 Infantry, 8 Armor, 1 Artillery

Axis  – 17 Infanty, 7 Armor, 1 Artillery

 

  medal allies

Allied Strategy:

1.  The Allies have an overwhelming tank force on their right flank. They will need to attack vociferously and eliminate all enemy forces in that section, so that they can turn their armor to attack the central sections. 

2. You can get some early medals by attacking the enemy forces which were surprised and surrounded by your forces in the left and right sections. There are two infantry units on each side which you can quickly take out, and gain some early medals.

3.  Watch out for the Tiger Tank on your left flank. It can only be taken out with two successful rolls, first an armor or grenade roll, and then the second roll must be a grenade.

medal axis

Axis Strategy

1.  As Axis, because of the surprise nature of this attack, you only start with three Combat Cards vs. the Allies 13!.  But every time you take out an Allied unit, the Allied Commander loses a card (which you get to pull from his hand), and you are given a new card from the deck (not the one from his hand) and your total cards to use each turn increases.  So as the battle progresses the card ratio will begin to even out, until eventually the Axis will have more cards than the Allies.  Cards are attack-ability, so your attack-ability will increase, as the other’s declines.

2.  Your tanks, since you were not suspecting the airborne attack, are not in play at the start of the game. You will need to use some of your early turns to get them into attack positions.  And because the tanks can only move two hexes in this scenario (unless start and ending on a road, when they can move 4 hexes), it will take two to three turns to get them into place. So you need to start early.

3.  Control of the three bridge medals is based on being either on the bridge hex, or in the nearby vicinity of the six hexes surrounding it.  But note that if the enemy is able to get into the proximity of the bridge, you will lose that bridge medal until you clear them out. If the bridge is contested, then no one gets the medal. So keep the enemy forces well away from your bridges!  

Battle Reports

3
BR - Op. Market Garden

Author:

Days of Wonder

Link: