Umurbrogol Pocket

Umurbrogol Pocket

The Battle of the Umurbrogol Pocket in November 1944 was one of the fiercest and most grueling phases of the Battle of Peleliu during World War II. U.S. Marines faced deeply entrenched Japanese defenders in a mountainous, cave-ridden area known as “Bloody Nose Ridge.”

General Howitzer’s summary:

The Umurbrogol Pocket was a nightmare carved into rock—our Marines went up against die-hard defenders holed up in caves. The Japanese were dug in deep, fighting to the last man, and made us pay for every inch in blood. Flamethrowers, grenades, and guts—that’s what it took to root them out. It was slow, savage, and costly, but in the end, we crushed them. That ridge showed just how far the enemy would go—and how much farther we were willing to go to win.

5 VP’s

card

Card Balance:

Allies (US Marines) – 5

Axis – 4

Complexity:

3

Conditions:

Jungle Beach

Context:

Historical

Location:

Marianas & Palau Islands

Year:

1944

Theater:

Pacific

Campaign:

The Battle of Peleliu

Codename:

Operation Stalemate II

Summary:

Objectives:

5 VP’s plus a Last to Occupy Medal Objective

Battlefield:

Combination of hills and hills with caves .

Troops:

Allies – 9 Infantry, 4 Armor, and 2 Artillery

Axis – 8 Infantry

 

medal allies

Allied Strategy:

1.  Use your Artillery and Armor as much as you can to attack the Japanese defenders at a distance.  When they are sufficiently weakened, you can move in your infantry, beginning with your Engineers to finish up the forward units.

2.  The fresh water river is a victory medal which goes to the  Last to Occupy.  Keep some forces on hand to grab it as a final victory point.

medal axis

Axis Strategy

1.  You have a very strong defensive position which allows you to quickly move between caves and hide your weak units when necessary.

2.  Take advantage of your Seishin Kyoiku powers and attack any enemy troops using the Banzai War Cry which come within two hexes of your Infantry.

3.  Guard the fresh water source, and keep the enemy away from it, as they will attempt to grab it on their final move. 

Battle Reports

0
BR - Umurbrogol Pocket

Author:

Days of Wonder

Resource:

Campaign Book, Volume 2

Guadalcanal [ Overlord ]

Guadalcanal

Guadalcanal. August ’42 to February ’43. The place where the tide started to turn in the Pacific—and where the United States Marine Corps showed the world exactly what American grit looks like.

The Japanese thought they were building themselves a nice little airfield to dominate the Solomon Islands and choke off our lifeline to Australia. Big mistake. We hit that island hard, landed the U.S. Marines, and made damn sure that airstrip—Henderson Field—was going to fly our planes, not theirs.

It wasn’t a cakewalk. It was jungle rot, mud, bugs, no sleep, and short supplies. The enemy threw everything they had at us—infantry assaults, air raids, naval bombardments. But we held. We bled. And we broke them.

By the time it was over, the Japanese were down thousands of men, ships, and planes. They’d lost their shot at controlling the Pacific, and we took the initiative. From then on, it was our war to win, and we were going to take it island by island, all the way to Tokyo.

Guadalcanal wasn’t just a battle—it was a message: The United States doesn’t back down. We plant our flag, we dig in, and we don’t leave until the job’s done.

~~ General Howitzer

13 VP’s

card

Card Balance:

Allies – 9

Axis – 7

Complexity:

5

Conditions:

Jungle

Context:

Historical

Location:

Solomon Islands

Year:

1943

Theater:

Pacific

Campaign:

Guadalcanal Campaign

Summary:

This is an Overlord game, so make use of the Jungle Command cards, two per side.

Objectives:

13 Medals including Territorial Control, and Exit Row medals and a sudden death hex all for the Japanese.

Terrain:

Jungle terrain with a 21-hex hill in the center which is a majority-control objective for one medal. 

Troops:

Allies – 21 Marine Infantry, 3 Artillery

Axis – 24 Japanese Infantry, 3 Artillery

Special Rules:

1. Majority  Temporary Territorial Control  – whomever controls most of the 21-hill hexes gains 1 Medal

2.  Exit Row Medals – to any Japanese forces that exit

3.  Sudden Death Hex – to any Japanese forces that maintain control of the hex at the start of their next turn, total win for the Japanese

 

medal allies 

Allied Strategy:

1. Big Picture Plan when defending against the Japanese onslaught, is to reduce every full-power unit by at least one hit in order to cancel our their Seishin Kyoiku Doctrine. 

2.  Because of the special Rules, it is imperative that the Marines defende the center section, and prevent the Japanese forces from overwhelming the hill, to gain that point; or exiting out the back, to get those points, or most importantly, never let them gain access to the sudden death hex. 

medal axis

Axis Strategy

1.  Big Picture Strategy for Axis; while the flanks provide an excellent attack possibility, if you have the cards, they should always be considered secondary to your primary objective of overwhelming the 21-hex hill and gaining all the extra win points associated with it, and the exit hexes, and the sudden death hex.

2.  When given the opportunity on your flanks, move your forces towards the central section to continue to put pressure on the enemy and eventually overrun his position.

1
BR - Guadalcanal

Author:

Days of Wonder

Link:

Clearing Matanikau River

Clearing Matanikau River

scenario_ClearingMatanikauRiver_start

The Battle of the Matanikau River was a series of engagements during the Guadalcanal Campaign in late 1942, part of the Pacific Theater in World War II. The battles focused on clearing Japanese forces from the Matanikau River area on Guadalcanal to secure the perimeter around the strategic Henderson Field airbase, held by U.S. Marines.

In several operations between September and November 1942, U.S. Marines, supported by naval and aerial bombardment, launched attacks against well-entrenched Japanese positions along the river. These actions disrupted Japanese attempts to launch counterattacks against the American-held airfield.

General Howitzer’s summary:
We swept the jungle clean—rooted out every last Japanese fighter and locked down the western flank of Henderson Field. Those clearing fights weren’t just mop-up—they were the nail in the enemy’s coffin on Guadalcanal. That island was the start of our long march west, and by God, it was the turning point that broke their back in the Pacific.

5 VP’s

card

Card Balance:

Allies – 6

Axis – 5

Complexity:

2

Conditions:

Jungle

Context:

Historical

Location:

Gaudalcanal

Year:

1943

Theater:

Pacific

Campaign:

Guadalcanal

Summary:

Objectives:

5 VP’s

Terrain:

The Matanikau River cuts horizontally across the battlefield.

Troops:

Allies – 10 Infantry, 2 Artillery

Axis – 9 Infantry, 1 Artillery

 

bimedal allies

Allied Strategy:

1.  Big Picture Strategy: your job is to clear the Matanikau River of all enemy belligerents.  This will require advancing across the river, but do not do so until your two Artillery units have softened up the enemy forces.  This primarily means to hit each unit at least once, thus eliminating the Seshin Kyoiku Doctrine with their powerful plus 1D attack powers.

2.  Once they have been sufficiently softened up, and you have the right card combination in hand for an attack, then advance and win! 

3.  Be aware that the enemy infantry on your left flank at a4 is both a danger and an opportunity: a danger, because they are close enough to attack and gain a tactical medal win;  but an opportunity, because they are trapped across the river, separated from their forces without a quick escape. 

medal axis

Axis Strategy

1.  Big Picture Strategy: As you are outnumbered, this is primarily a defensive scenario for the Axis.  But if you can build up the cards to mount an attack in on one side, you should do it.  For example, your Infantry at a4 on your right flank is within striking distance of the enemy Artillery, if you had a Behind Enemy Lines card.

2. Be wary of the powerful Allied Artillery, which historically, was able to turn the tide in many engagements in the Pacific. Keep at least five hexes away from them until you are ready.

3. Make use of your Seishin Kyoiku Doctrine and the Banzai War Cry to overwhelm the enemy when they get too close. 

19
BR - Clearing Matanikau

Author:

Days of Wonder

Link:

Iwo Jima – The Meat Grinder

The Meat Grinder (Iwo Jima)

The “Meat Grinder” was a term used by U.S. Marines to describe a particularly brutal section of the Battle of Iwo Jima, fought from February to March 1945.  Japanese forces had heavily fortified positions with bunkers, tunnels, and artillery, making them incredibly difficult for the Marines to capture.

Fighting in the Meat Grinder was intense and grueling, with Marines facing fierce resistance and suffering high casualties as they advanced yard by yard. The Japanese defenders used every advantage, including concealed machine gun nests and artillery, to inflict maximum damage on U.S. forces.

After days of relentless combat and heavy losses, the U.S. Marines eventually overcame the Japanese defenses in the Meat Grinder. The capture of this area was crucial to securing Iwo Jima, allowing U.S. forces to move further across the island and ultimately achieve victory.

 7 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Jungle

  

Context:

Historical

Location:

Iwo Jima

 

Year:

1945

 

Theater:

Pacific

 

Summary:

Objectives

7 VP’s

Battlefield:

Island jungles and hills with caves, allowing for quick movement by Japanese

Troops:
Allies – 10 Infantry, 7 Armor, 2 Artillery 

Axis –  9 Infantry, 2 Armor, 3 Artillery

Allied Strategy:

1. Because the Engineers can avoid terrain restrictions during close assault, you need to quickly get them up to the sandbagged hills where the enemy are lodged, and dislodge them!

2.  Use your artillery to soften up the enemy before the assault.

3.  You need 7 VP’s to win, so you are going to have to address the artillery and deal with it.

4.  Your forces on the right and center sections are really bunched together. You need to get some early movement for your infantry, or they will be subjected to some no-retreat hits.

Axis Strategy:

1.  You are outnumbered in the center and right sections. Your left flank has more units than the enemy. If you can get your armor into position to defend the open terrain, it will make it difficult for the enemy to move approach.

2.  You outnumer the enemy with artillery, 3-2, so use it to soften up the enemy as they approach.

3. Make good use of your full-powered units through the Seishin Kyoiko Doctrine (SKD), to advance on the enemy and roll the extra dice to quickly knock them senseless.

Classic Battle Reports:

(percentage of Allied victories)

30%

15
BR - Iwo Jima

Author:

Link:

Wake Island

Wake Island

Wake Island was a little speck in the Pacific, but in December ’41 it became a fortress of American grit. Right after Pearl Harbor, the Japanese thought they’d steamroll it. On the 11th, they charged in—and got their noses bloodied. Our Marines and gunners blasted ships out of the water and sent the enemy packing, the first time in the war a U.S. force had thrown back an amphibious assault.

But the enemy came back heavier on the 23rd, with more ships, more planes, and more men than that tiny garrison could handle. The Marines fought like crazy, but Wake was finally overrun. Even so, their stand proved to the world that Americans don’t just roll over—we fight, we bleed, and we make the enemy pay dearly for every inch. Wake Island was no surrender; it was a warning shot that the United States was in this war to the finish.

~~ General Howitzer

6 VP’s

Card Balance:

5 – 5

Complexity:

2

Conditions:

Beach

Location:

North Pacific

Year:

1941

Theater:

Pacific

Campaign

Codename

Summary:

The Wake Island scenario has the Japanese attacking Marines who are defending. The beachfront is barricaded with a row of wire. But if they can get past that barrier, every town and fortress hex is a victory medal objective for them.

Objectives:

6 VP’s, plus the Axis have potentially 10 (!) Medal Objectives.

Battlefield:

A flat beach defended with wire and Marines in bunkers and one artillery.

Troops:

Allies – 5 Infantry, 1 Artillery

Axis – 12 Infantry!

Allied Strategy:

1.  Historically the Allies were overwhelmed in the second attack when 1500 invaders attacked, so the goal is to get some quick hits before they reach the Medal Objectives.

2.  Use your artillery at every opportunity, especially early in the game before they move away from it. 

Axis Strategy:

1.  As a general rule, avoid the artillery in the center-right.  Move your troops to the left and attack the left flank. There are plenty of VP’s available on the left side without even having to go anywhere near the artillery.

2. However if you have the cards for a sustained and rapid attack on the right, do it. The fact that there are two hexes unprotected by wire allows the you to very quickly reach the enemy bunkers. 

3.  You can use your advance infantry unit to quickly gain control of the field bunker at M6, and its VP. Then three more Objective Medals are available to you in the towns.  Then as you quickly bring other infantry forward the advance unit can attack the enemy infantry in the town at K8. That’s a total of 5 VP’s relatively unprotected. If you can survive the artillery attacks while you seek out your 6th VP on the left flank, you could have a win to brag about!

DoW Battle Reports

(percentage of Allied victories):

32%

19
BR - Wake

Author:

Days of Wonder

Link:

Tenaru

Tenaru

“Listen up! In August ‘42 on Guadalcanal, those Japanese under Colonel Ichiki thought they’d just waltz in and knock the Marines off their perch at Henderson Field. Hell, they didn’t know what they were walking into!

The Marines were dug in deep along the Ilu River, machine guns at the ready and artillery on call. When the Japanese hit the line, they slammed into a wall of hot lead and cold steel. All night those Marines fought like hell, and by dawn, the Japanese were stacked up like cordwood.

That wasn’t just another scrap, boys—that was a message. The Japanese learned the hard way that the U.S. Marines don’t back down, and we sure as hell don’t run. The Battle of Tenaru was the first big test on Guadalcanal, and the Marines passed it with flying colors.

That’s how you win a campaign, boys—you dig in, you hold the line, and you don’t let the enemy push you back an inch!

~~ General Howitzer

6 VP’s

Card Balance:

5 – 5

Complexity:

3

Conditions:

Jungle

 

Location:

Guadalcanal

Year:

1942

Theater:

Pacific

Campaign:

Guadalcanal Campaign

Codename

Summary:

Objectives:

6 VP’s

Battlefield:

The primary strategic elements to consider in the Tenaru scenario is the navigable river going across the battlefield, and the beach hexes along one flank which allows for rapid troop movement. But the most formidable element of this scenario are the two American artillery units on the beach section.

Troops:

Allies – 9 Infantry, 1 Armor, 2 Artillery

Axis – 12 Infantry

Allied Strategy:

1. Use your Artillery at every opportunity. The enemy will be able to make rapid progress along the beach, so you need to attack while you can.

2.  You have one Armor, but it starts off in the back. You need to get it into play as soon as possible, so that you can attack the enemy forces from a distance and diminish their attack ability.

3.  Do what you can to destroy at least one figure in every Japanese Infantry unit, in order to nullify the Seishin Kyoiku Principle advantage. 

Axis Strategy:

1. Because this is a long scenario, you may need to consider destroying the American artillery near the beach. Fortunately, the beach allows for rapid progress of the Japanese infantry to its objectives.

2.  However, it is possible for the Axis to win this scenario if they focus their energies to the left and center sections.  

3.  Take advantage of the Banzai War Cry, and the Seishin Kyoiku principle to rapidly attack and destroy the enemy. 

16
BR - Tenaru

Author:

Link: