Pegasus Bridge

Pegasus Bridge

The Battle of Pegasus Bridge took place on June 6, 1944, during the D-Day invasion of Normandy. Just after midnight, British airborne troops from the 6th Airborne Division, led by Major John Howard, carried out a daring glider assault to capture two critical bridges over the Caen Canal and the Orne River, later known as Pegasus Bridge and Horsa Bridge.

General Howitzer:

Now listen up! The mission was crystal clear: secure those bridges, and do it without hesitation. Why? So no German panzers dare roll onto our beaches and stomp the Allied advance inland. You shall not let them through!

Despite stiff resistance, the British airborne forces struck swiftly and clean—bridges seized, German counterattacks cut off, and few casualties to count. That’s the hallmark of precision, restraint, and utter battlefield dominance.

Capturing Pegasus Bridge wasn’t a side theater—it was the backbone of D‑Day success. Once secured, reinforcements poured inland and German armored units were effectively nailed down before they ever saw the fight. This operation wasn’t coincidence—it was craftsmanship.

Let me be blunt: this was one of the most precise airborne operations in history—pure planning, unshakeable bravery, executed in lockstep with strategic vision. That’s how wars are won—not by waiting for luck, but by making it happen.

4 VP’s

Card Balance:

Allies – 6

Axis – 2, 3, 4

Complexity:

1

Conditions:

Countryside

Location:

Normandy

Year:

1944

Theater:

Western Front

Campaign

Codename

Briefing:

This intro scenario to M44 has only infantry, so managing their movements and ability to attack will determine victory and success. It is heavily favored for the Allies, to represent history, so the Axis need to have a great combination of card management, lucky dice and good strategy to win.

Objectives
Four VP’s, and two bridge Objective Medals.

Battlefield:
Countryside, slashed by two rivers – the Orne and the Caen Canal, whose bridges are the focus of the Objective Medals.

Troops:
Allies – 9 Infantry
Axis – 6 Infantry

Allied Strategy:

1. The Allies are faced with the need to literally ‘divide and conquer’ on two fronts. One strategy to address this is to focus your energies first on your right flank and take out the units defending the bridge. Once they are gone, and the bridge is gained you will already have three of your needed four points. You will of course have to manage your forces on your left flank so that the enemy is not picking them off one by one from acrosss the sandbags and from across the river.

Axis Strategy:

1, Because Allies are heavily favored with a 9-6 infantry count, and a 69% success rate, the Axis must get all of their infantry into the fight as soon as possible. Early moves to activate the infantry in the corner of the right flank should be implemented. They can bring a good flanking maneuver to slow down the Allied attack on their sandbagged comrades by firing across the Benouville river.

2. An alternative attack strategy, if you have the movement cards for it is to get at least one of your infantry units across the bridge and into the fight in the center section.

3. Although the Objective Medal of Orne Bridge is within easy reach of the Allies, there is no need to sit on it and wait to be attacked out in the open (As a bridge provides no defensive value). A better strategy would be to have the two infantry units on the left flank to secure protection in the grove of trees above and below near the bridge. Each unit would be within two hexes of the bridge and able to send a withering attack against any Allied units who prematurely try to grab the bridge without first clearing the Axis defenders.

DoW Battle Reports

( percentage of Allied victories):

69%

23
BR - Pegasus

Author:

Days of Wonder

Link

Panzers vs. Grants

Panzers vs. Grants

“Listen up, boys! In May ‘42, in the blazing North African desert, the British 7th Armoured Division rolled out their shiny new Grants—those big 75mm guns looked damn impressive on paper. They thought they’d finally have the edge over Rommel’s Panzers.

But let me tell you, those German 15th Panzer boys weren’t in the habit of rolling over for anyone! They didn’t give a damn about new tanks—they had the tactics, the guts, and the desert smarts. The British fought hard, but the Germans danced circles around them, turning that desert into a killing ground.

In the end, those Grants put up a hell of a fight, but the Germans sent ‘em packing. That’s the lesson of that day, boys—firepower alone don’t win the battle; it’s the man in the tank and the way he fights that makes the difference!

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign:

Battle of Gazala

Codename

Summary:

This scenario is played out on an almost wide-open sandy battlefield with tanks battling it out. It is a great test of the attacking power of the Allied Grants vs. the German Panzers.

Objectives:
This is a 5 VP game, and since it is on an open desert battlefield, it will proceed rather quickly. There is one Medal Objective hex for the Axis in the form of the British HQ and Supply Tents.

Battlefield:
An open desert terrain with just a few sand dunes and an oasis.

Troops:
Seven Panzers vs five Grants, balanced by the fact the Axis only have 1 infantry, and the British have five. No artillery.

Allied Strategy:

1. As the Allies, you are at an armor disadvantage. The enemy starts the scenario with most of the armor misplaced on the flanks, and only two in the center section. But as soon as they consolidate their forces together, you will feel the might of their firepower. Therefore you need to work your units, infantry and armor as a cohesive force. Do not let your armor get out way ahead of the infantry. Work them together for a stronger attack.

2. Focus your effort and cards, as they will allow, on the center section where you can defend against attacks from either flank.

3. The goal is five VP’s, and since the enemy only has two infantry, this means you will have to take out at least three Panzer units.

Axis Strategy:

1.  Your Panzers in the center and right flank are outnumbered due to the four-figure tank units of the British, so you will need to get your Panzers which are stuck behind the palm forest on left flank into the game as soon as you can.

2.  Do not attack on your right flank until you have the material and cards to do it.

Classic Battle Reports:

(percentage of Allied victories)

32%

13
BR - Panzers

Author:

Days of Wonder

URL

Operation Goodwood

Operation Goodwood

scenario_Goodwoord_1

The Battle of Goodwood (July 18–20, 1944) was a major Allied offensive during the Normandy Campaign in World War II. The operation was spearheaded by the British Second Army, under Lieutenant General Sir Miles Dempsey, and aimed to break through German defenses east of Caen and open the way for a broader advance.

General Howitzer explains:

“Listen up! The Battle of Goodwood was one hell of a slugfest in the summer of ‘44. It kicked off with the skies roaring—a massive aerial bombardment to soften up those German positions, and then the British and Canadian tanks rolled out, thousands of ‘em, across that open French ground.

But you know how it goes— the Germans were dug in deep. Minefields, anti-tank guns, artillery—the whole works—slowed down that armored push, and the Germans counterattacked with everything they had.

Even though they didn’t break through like they hoped, it wasn’t for nothing—the Germans were bleeding, and those tanks kept ‘em busy. It gave us breathing room to launch Operation Cobra and tear open the western flank.

So remember this, boys—even when the breakthrough doesn’t come, if you’re tying up the enemy and keeping him on his heels, you’re still doing the job! That’s the mark of a real fighting force!

6 VP’s

card

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Invasion

Summary:

 In the Goodwood scenario, whichever side can gain control of the ridge on the flank, will be in a position of dominance for that flank. Control of the town in the other flank, will lend an advantage to whomever controls it.

Objectives:

Six medals, no terrain objectives

Terrain:

The Goodwood scenario is marked by a large hilly ridge on one flank, while the other two sections are basically a wide open battlefield, with just one two-hex town in the center of it. The center section is wide-open to allow the tank battle which occurred historically.

Troops:

Allies – 6 Infantry, 6 Armor

Axis – 7 Infantry, 3 Armor, 2 Artillery

medal allies

Allied Strategy:

1. The most important first thing which the Allies need to do in this scenario is in the center section. Their armor is only two hexes away from the Axis infantry in the town of Cagny. The armor has no retreat option. Therefore, the typical odds of a one in three hit ratio, increase by 17% to a one in two possibility of a hit, per die. So the armor will need to be moved into the adjacent forest, or moved away entirely to a spot where it has a retreat option.

2.  You have six armor to the enemy’s three armor.  Use it by rapidly gaining control of the center and attacking from there.  You will also need to be ready to move into your left flank to defend your weak infantry.

medal axis

Axis Strategy:

1. Although outnumbered, the Axis’ armor has been able to defeat the Allied armor with the right combination of tactics and patience.  You need to stay in your defensive positions, and attack as opportunities present themselves. Then with the right combination of cards, you can push up through the center and take control.

2.  Potential Attack Vector:  You are strong on the right flank, while the enemy is weak.  If you can move your armor forward rapidly, you could score a lot of points.

9
BR - Goodwood

Author:

Days of Wonder

URL

Operation Cobra

Operation Cobra

scenario_Cobra_start_Allies

Operation Cobra was a key World War II military offensive launched by the Allies in late July 1944 during the Battle of Normandy. Its goal was to break through German defenses and enable a rapid advance across France. Following the D-Day landings, Allied forces faced strong German resistance, slowing their progress.

General Howitzer summarizes:
Operation Cobra was a hammer blow—Bradley opened with a sky full of bombs, and when the smoke cleared, our boys rolled right through Saint-Lô and tore the German line apart. We punched deep into France, drove the enemy into the Falaise Pocket, and opened the road straight to Paris. That’s how you break a front—fast, hard, and without mercy.

5 VP’s

Card Balance:

Allies – 5

Axis -4

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Battle of Normandy

Codename:

Cobra

Context:

Historical

Summary:

The Allies begin with a numerical advantage at the start of the scenario. But they have to make it past well-protected Axis forces who are lodge in hedgerows scattered across the battlefield.

Objectives:

5 VP medals including two territorial medal objectives.

Terrain:

Hedgerows and countryside

Troops:

Allies – 10 Infantry, 4 Armor

Axis – 7 Infantry, 2 Armor

Allied Strategy:

1.  Big picture strategy is to push up the center and to the right towards the territorial medal objectives in the two towns. You should be able to dislodge the infantry in the center hedgerow at G5. But the two infantry in the hedgerows at L5 and K5 are going to be more difficult. You may be able to by-pass them by just going up the center. If you gain the initiative, the enemy will have to respond. And then you can hit him with your superior firepower from your armor, and overwhelm him with your infantry.

2.  You have a numerical superiority everywhere except your left flank. That will be quickly under attack by the enemy forces which can attack your no-retreat infantry. So first turn available, get them into the woods to their right.

3. All of your armor is stuck behind the infantry, so get some movement on your troops. The goal is to maximize mobility, in order to capitalize on opportunity.  Based on the cards, you can decide whether to attack center or right; preferably with armor at a distance to degrade enemy preparedness.

Axis Strategy:

1.  Big picture strategy is that the Allies outnumber you, and your role may be primarily defensive. But your front units in the hedgerows can put up a good fight. If you can get a Dig-In! card early on that will help. 

2. Get your armor which is trapped in the back out into a mobile position as soon as you can.

3.  Some early attacks from your troops on the right flank against the trapped Allied troops could gain you a medal, or at least a weakened Allied force in that section.

4.  If it looks like the Allies are going to push past you towards the territorial medal of St. Gilles, you will want to move some infantry there as an additional defensive measure.  Protect your two territorial medals from enemy capture!

Battle Reports
(percentage of Allied victories):
52%

19
BR - Cobra

Author:

Days of Wonder

Link:

Normandy – Vaumicel Manor

Normandy - Vaumicel Manor

scenario_VaumicelManor_start

The Battle of Vaumicel Manor occurred on June 6, 1944, as part of the D-Day landings during Operation Overlord in Normandy. It was a localized but intense engagement involving the U.S. 502nd Parachute Infantry Regiment of the 101st Airborne Division.

The battle focused on the capture of Vaumicel Manor, a key German stronghold near the beachheads. The heavily fortified manor served as a command post and artillery position, threatening Allied movements inland. The paratroopers, despite being scattered during their drop, regrouped and launched a coordinated assault on the manor.

After fierce fighting, including close-quarters combat, the U.S. forces captured the manor, neutralizing its defenders and securing a critical position. This success contributed to the broader efforts to consolidate the Allied beachheads and disrupt German defenses in the region.

The battle exemplified the resourcefulness and determination of airborne troops in achieving their objectives under challenging conditions.

General Howitzer comments on this battle:

“Now listen here! After some downright brutal fighting, including hand-to-hand combat, our boys took that manor and wiped out the defenders. It wasn’t just a fancy house—it was a key position, and taking it helped us lock down the beachhead and throw the enemy’s plans into disarray.

That fight showed exactly what airborne troops are made of—grit, guts, and the will to get the job done no matter the conditions. They didn’t wait for perfect—they took the fight to the enemy and came out on top.

That’s how you win a war, gentlemen—by fighting smart, pushing hard, and never backing down!

6 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

3

Conditions:

Countryside

countryside

Location:

Normandy

Year:

June 5th – 6th 1944

Theater:

Western Front

Campaign:

Normandy Invasion

Codename:
Operation Overlord

Summary:


The Axis forces are scattered across the battlefield, while the Allies are lined up against their border ready for attack. The challenge for both sides is to make their way across the open battlefield. Using hedgerows and forest hexes is the best way to move your forces towards the medal objectives in each of the towns. There are two medals each for Axis and Allies. They seem to be within reach, but getting to it, and holding it are two different things. You will have to make sure you have dealt a crippling blow to any nearby enemy infantry before you seek to posses a town hex medal.

Objectives:
Six VP’s, with two Objective Medals in the towns of Ferme de l’Ormel and St. Laurent for the Axis, and one Objective Medal for the Axis at the town of Vacqueville and at Wn.69.

Battlefield:
Countryside scattered with forests and hedgerows.

Troops:

Allies – 9 Infantry; 2 Armor
Axis – 8 Infantry, 1 Armor, 1 Artillery

Allied Strategy:

1. Big picture strategy is that your right flank is your strong one, and your left flank, although you have a lot of firepower, us up against a well-entrenched artillery which will cut your to ribbons unless you deal with it.  If you get the cards, you can make a good push up the right flank. But you will have to target each unit along the way and take them out one hex at a time. 

2.  Be careful of the Axis artillery on your left flank. They can reach nearly to the back row of hexes. And any attack attempted upon the two infantry hexes at A5 and d4 will be supported by a two-dice response attack from the artillery.

3.  Be sure to protect the two town hexes on the third row which contain Medal Objectives for the Axis.  

Axis Strategy:

1. You are primarily in a defensive position in this scenarios as the Allies advance against you, so remain in defensive positions. But should the cards present an attack opportunity, then take it.

2.  However, you have some Combat Engineers and Special Forces in the back. Move them forward, under protection, but get them into a spot to assault some of the forward positions of the enemy. The special abilities of the Combat Engineers can attack while ignoring terrain battle restrictions.

24
BR - Vaumicel Manor

Author

URL

Normandy – Bretel Wood

Normandy - Bretel Wood

scenario_BretelWood

“Bretel Wood—now that was a tough nut to crack in the summer of ‘44. The German paratroopers—Fallschirmjäger—were holed up there like a bunch of badgers, ready to fight to the last man. They were some of the best the Germans had, and they weren’t giving up without a fight.

Our boys went in there—thick woods, close-quarters combat, lead flying in every direction—and they didn’t let up for a second. We pushed ‘em out, inch by inch, because when you’re in the woods, you fight with guts and grit, not just tanks and guns.

In the end, we threw those paratroopers out and kept rolling forward. That’s how you keep the momentum, boys—you break the enemy’s back and never give ‘em time to breathe. Bretel Wood wasn’t just another patch of dirt—it was a stepping stone to driving the Germans clean out of France!”

~~ General Howitzer

6 VP’s

card

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

countryside

Location:

Normandy

Year:

1944

Theater:

Western Front

Context:

Historical

Summary:

This scenario begins in a state of relative chaos with Axis and Allied troops scattered across the battlefield without a clear pattern. The number of hedgerows and minefields also considerably slow down troop movements across the terrain. Brettle Wood is a game of inches. The hedgerows only allow for limited attack at a time so each commander will have to be content (usually) with small gains per turn.

Objectives:

6 Victory Points

Terrain:

Hedgerows are scattered across the battlefield, with mines slowing advance on one flank.

Troops:

Allies – 8 Infantry, 1 Artillery

Axis – 9 Infantry, 1 Artillery

medal allies

Allied Strategy:

1.  Big Picture plan for Allies, is primarily a defensive role, unless you have the cards for a significant advance in one section.

2.  Because this is a hedgerow hell scenario, make good use of your artillery which can supercede all terrain restrictions.  If you can get it moved forward early in the game, it will significantly improve your attack abilities.  However, this is a Nightime Strategy game, so you will be unable to use that Artillery for several turns.

3.  This is a long scenario of six medals, but the enemy only have nine Infantry plus the Artillery, so you are going to have to handle the Artillery in order to win.

medal axis

Axis Strategy:

1. Big picture plan for Axis is to move forward in a coordinated way and press your advantage in whichever section the cards warrant.  All your Infantry are Elites (besides the two Engineers), so you will be able to move two and battle. This will help you to cross the open terrain quickly into a defensive position for attacks.

2.  You have a two to one advantage on your right flank.  Move your infantry forward, hiding behind the hedgerows until your forces and cards are in place for an assault. If you can move some forces from the center section into your right flank, you will gain an overwhelming attack force.  

3.  You have two Engineer units which should be used to clear the mines and attack the enemy on your left flank.

4.  This is a long scenario for six medals and the enemy only has eight Infantry, so it is pretty much a fight to the death. You are more than likely going to have to deal with the Artillery in order to win this scenario.

14
BR - Bretel Wood

Author

URL