Villers-Bocage

Villers-Bocage

The Battle of Villers-Bocage took place on June 13, 1944, during the Normandy Campaign in World War II. It was a significant tank engagement between British and German forces near the town of Villers-Bocage in France, shortly after the D-Day landings.

British forces, led by the 7th Armoured Division (“Desert Rats”), attempted to exploit a gap in German defenses and advance toward Caen. However, they were ambushed by German forces, including Tiger tanks commanded by renowned tank ace Michael Wittmann. In a surprise attack, Wittmann’s unit inflicted heavy losses on British tanks and vehicles in and around Villers-Bocage.

Despite initial German success, the battle resulted in a stalemate, as the British withdrew to regroup, and the Germans were unable to capitalize on their defensive victory. Villers-Bocage suffered significant destruction during the fighting, and the engagement highlighted the challenges of urban combat and armored warfare in Normandy.

The battle is remembered for Wittmann’s bold actions and as a symbol of the fierce resistance Allied forces faced in their push to liberate France.

VP’s: 

Allies – 3 medals

Axis – 5 medals

card

Card Balance:

Allies – 3

Axis – 6

Complexity:

3

Conditions:

Countryside

countryside

Location:

Normandy

Year: 

1944

Theater:

Western Front

Campaign:

Normandy Invasion

Summary:

This scenario is really unique with the battle between the just five German Tiger tanks vs. 24! Allied tanks, 16 infantry figures. And yet the battle is fairly balanced.

Objectives:

Allies – 3 Medals

Axis – 5 Medals, including two permanent medal exit objectives 

Terrain:

Countryside with a road cutting across the battlefield at an angle

Troops:

Allies – 4 Infantry, 8 Armor

Axis – 5 Tiger Tanks

medal allies

Allied Strategy

1. The only way you can hope to win is by bunching up your forces. Do not try to take on a Tiger Tank, one at a time.

2.  Attack the units without forest protection first, as you will be able to roll triple the attack power.  

3.  You will need to force them out of the forest. Once they leave the forest hex, they cannot return.  So a one-two punch is the way to go. Your first tank forces can attack, and hopefully roll a Flag, which will force the enemy out into the open. Then your second tank forces can roll a 3D attack and hopefully secure a kill.

medal axis

Axis Strategy

1.  Stay in the woods as long as you can, and keep attacking the enemy from there as long as they are in range.  Because the enemy can only roll one dice against you in the woods, the odds of them rolling a hit, and then a second dice with a grenade are exceedingly low.

11
BR - Villers

Author:

Days of Wonder

URL

Vassieux, Vercors

Vassieux

The Battle of Vassieux-en-Vercors was a significant engagement during World War II, part of the German offensive against the French Resistance in July 1944. Located in the Vercors Plateau, the battle was a key moment in the resistance movement in southeastern France. 

General Howitzer summarizes the results and lessons learned:

In July of ’44, high in the Vercors Plateau, the French Resistance had the guts to carve out their own patch of freedom before the Allies rolled in. These Maquis fighters didn’t have much—just grit, rifles, and the will to spit in the enemy’s eye. But on the 21st, the Germans came in from the sky, parachutes blooming like death over the hills.

They smashed into that stronghold hard, and the Maquis, outgunned and outnumbered, fought like hell but couldn’t hold. It was courage in its purest form—men standing their ground knowing the odds were stacked to the heavens. But it was also a brutal reminder: bravery without firepower is a damn fine way to get killed.

~~ General Howitzer

4 VP’s

Card Balance:

4 – 4

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign

Codename

Summary:

 The Vassieux scenario starts with a chaotic situation between both sides, and makes for an intriguing infantry-only scenario.

Objectives:

It is a short four VP scenario, which must be completed before the deck runs out or the Axis side wins

Battlefield:

The center of the battlefield represents the airfield where the battle took place. It is surrounded by hills, forests, and town hexes.

Troops:

Allies – 10 Infantry

Axis – 6 Infantry

Allied Strategy:

1.  The Allies lack infantry cohesian, so one of the early goals is to pull the troops together, and form a united attack.

2. You will need to bring in your units on the flanks towards the center where most of the battle will take place.

3. Your two units in the center section begin the game in a very exposed position. One of them is going to get hit hard and possibly eliminated right away, unless you pull them back until your forces are consolidated.

4.  These are French Resistance fighters, so they can move into woods and still attack. So the place to put them is BEHIND the woods, so when the enemy approaches, they can enter the woods and attack the enemy from a position of cover. The enemy will never know what hit them!

Axis Strategy:

1. The Axis forces are quite outnumbered in this scenario. They will need to work together as a cohesive unit to have any hope of either destroying or at least holding off the French Resistance forces. If they can hold out for an entire deck, they will win.

2. If you can get some rapid movement infantry cards, you may be able to take out one unit or more before the rest of the Resistance fighters come in to support.

3. If you are unable to get the attack cards needed for your forces, you may need to perform a tactical retreat into the town of Vassieux to provide some extra protection while you build up your hand.

DoW Battle Reports

(percentage of Allied victories):

34%

14
BR - Vassieux

Author:

Days of Wonder

Link:

Utah Beach

Utah Beach

The invasion of Utah Beach was part of the Allied D-Day landings on June 6, 1944, during World War II. Utah Beach was the westernmost landing area, assigned to U.S. forces, primarily the 4th Infantry Division, under Major General Raymond O. Barton. The objective was to secure the beachhead, push inland, and link up with airborne troops dropped earlier to capture key roads and bridges.

Strong currents caused some landing craft to drift about a mile south of the intended target area. This accidental landing proved advantageous, as it placed the troops in a less heavily defended section of the beach. The U.S. forces quickly overwhelmed the German defenses, suffering relatively few casualties compared to other D-Day beaches.

By the end of D-Day, the troops at Utah Beach had successfully secured the beachhead and moved inland, linking up with the airborne units. The successful landing at Utah Beach was a crucial part of the Allied invasion, allowing for reinforcements and supplies to come ashore and supporting the broader push to liberate France.

5 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Beach

Location:

Normandy

Year:

1944

Theater:

Western Front

Campaign:

D-day Invasion

Codename

Summary:

The challenge for the Allies in this scenario is to get off the beach as quickly as possible, and exit out one of the three exit hexes. The Axis are protected in towns and bunkers in order to slow down the advance of the Allies.

1. Objectives

This is a 5 VP game, so it moves rather quickly, and the Allies will need to minimize losses while they pick away at the Axis forces inside their bunkers, all the while making their way towards the exit hexes.

2. Battlefield

There are three exit hexes at the top of the battlefield. The Allies can seek two objectives: First to destroy enemy units, Second to exit out the back.

3. Troops

Allies – 10 Infantry, 4 Armor

Axis – 5 Infantry, 1 Artillery

Allied Strategy:

1. Allies begin with their forces congested together in the left and center sections. This is not all bad, as they need to stay away from the artillery in the right flank. But they do need to disengage their forces from one another and create some separation from the shores of the beach.

2. Keep attacking! As you approach the enemy forces in their bunkers, you may be tempted to pause and amass more forces for the attack. This depends on your circumstances. If you are out in the open and under enemy attack with two-dice attacks, you need to just keep attacking with those forces. Create the beachhead by continuing to attack, attack, attack.

3. You can expect to receive a fair number of casualties as you progress up the beach. But as soon as you get your armor out of the water, things will change for any enemy units unfortunate enough to be found outside their bunkers.

4.  The big picture strategy for Utah Beach is to: Stay Left, Take Out the Infantry, Escape out the back.  The scenario only needs 5 VP’s.  All five of those are available to you on the left and middle section.  Take out the three infantry for your first three points; then send two units out the escape hexes, and you are golden!

Axis Strategy:

1. The general rule for this scenario, is to stay in your bunkers! With no hilly ridge slowing the movement of the Allies onto the beach, they are able to very quickly reach your bunkers and begin attacking. If you make a fool-hardy rush forward in an attempt to knock out a few more figures, they will make you pay with an overwhelming retaliation of their forces. The only exception to this is your infantry unit in the bunker at M7 on your left flank. The Allies are going to avoid much of that section due to your artillery at J7, so it is best to get that unit into play in the central section as soon as you can. Also, there are so many wire bails in your left flank, that they will severely slow down any troops who try to come in there, allowing your artillery to demolish them.

2. The goal for Axis is to slow down their movement. Besides actual hits, retreat flags on the Allies are your friend, as it will push them back and give you more time to build up your deck with powerful attack cards. A last ditch effort, if needed would be to move your infantry onto or in front of the exit hexes, to prevent the Allies from escaping before you have given them a good beating.

3. Your one saving grace as the Axis player is your artillery. Use it as much as you can, especially while the enemy is still in the water, where retreat flags count as hits.

15
BR - Utah

Author:

Days of Wonder

Link:

Twin Villages

Twin Villages

Memoir 44

The Battle of the Twin Villages took place in December 1944, during the Battle of the Bulge in World War II. Located near Krinkelt and Rocherath in Belgium, these “twin villages” became key defensive positions for American forces as German troops launched a surprise offensive in the Ardennes.

U.S. infantry and armored units held strong defensive positions in the villages, facing fierce attacks from German forces, including tanks and infantry. Despite being heavily outnumbered and subjected to intense artillery fire, the American defenders managed to delay the German advance through skillful use of terrain and resilient fighting.

At Krinkelt-Rocherath the Germans thought they could roll through and keep their offensive charging forward—but the men dug in there had other ideas. Those towns became roadblocks of fire and steel. The resistance was fierce enough to choke the enemy’s advance, bleed their momentum, and give the rest of our forces time to regroup and fortify the Ardennes. That stand wasn’t just stubborn defense—it was the kind of fight that blunted the Bulge and helped turn the tide toward ultimate Allied victory.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Winter / Countryside

Context:

Historical

Location:

Belgium

Year:

1944

Theater:

Western Front

Campaign:

Ardennes

“Battle of the Bulge”

Codename:

Unternehmen Wacht am Rhein 

Summary:

In Twin Villages, the Axis commander begins with almost all of their forces locked behind a wall of forest. The goal for Axis is to get out of the forest as quickly as possible in order to be prepared for battle. For Allies, the goal is to take out as many Axis units as possible before they break free.

Objectives:

6 VP’s ; no territorial medals

Battlefield:

The twin villages of Krinkekt and Rocherath are in the center of the map, and provide cover for whomever can control them. There is a large forest towards the Axis side, blocking their initial movement.

Troops:

Allies – Infantry 9, Armor 3, Artillery 1

Axis – Infantry 9, Armor 5

Allied Strategy

1.  Remember, that historically, the Allies are on the defensive early in this campaign. But you have the opportunity to score some hits with your advance Infantry units, before you are forced to pull back. Once you remove (or lose) your Infantry at the Lausdell Crossroads, the path is clear for your tank to blast any enemy units that attempt to make their way up through the gap in the trees.

2. Early goals are to get your Infantry into the Twin villages, prepared to defend. Also, get your tanks mobile on the flanks to prevent any advances from the enemy.

Axis Strategy

1.  Mobility is the first order of the day. Your Infantry and Armor are congested and need to start advancing.

2. Your infantry at h8 is only two hexes from the enemy, with no means of retreat. You need to move and attack with that unit ASAP.

3.  Your right flank is very weak, with just a single infantry unit. Do not launch attack there until you move more units into the section. Once the infantry advances into the woods, your back row will be clear for the armor to move out into attack position on the right flank.

4. An early goal will be to target the two advance Allies infantry near the Lausdell Crossroads.

5.  Until you get the gap cleared on the way to the Crossroads, your armor is trapped in the woods, and it will take you two turns to get them into play.

Battle Reports

(percentage of Allied victories):

57%

6
BR - Twins

Author:

Days of Wonder

Link:

Tunisia

Tunisia

Memoir 44 Tunisia

The Battle for Tunisia (1942–1943) was a key campaign in the North African theater of World War II. Following the Allied invasion of North Africa (Operation Torch) in November 1942, German and Italian forces, under Field Marshal Erwin Rommel, sought to hold Tunisia as a defensive stronghold. The Axis aimed to counter the Allied advance from Algeria and Morocco while securing supply lines to Italy.  The Allies, under the command of General Dwight D. Eisenhower, faced challenges due to difficult terrain, logistical issues, and initial inexperience.

General Howitzer’s observation:
The Battle for Tunisia was a tough damn brawl—Rommel dug in with his Axis boys trying to make Tunisia a fortress, but we weren’t about to let that desert rat keep his grip. Ike had green troops, bad roads, and a hell of a supply headache, but we pushed through it all, hammering east from Torch and learning fast. Tunisia was the doorway to Italy, and by God, we were kicking it open.

6 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

3

Conditions:

Countryside

countryside

Location:
Tunisa, North Africa

Year:

1942

Theater:

Mediterranean

Codename
Operation Torch

Summary:

Objectives

6 medals, no territorial objectives

Terrain:

The many woods and hills in the center section present an excellent opportunity for whomever can gain control of them.

Troops:

Allies – 8 Infantry, 4 Armor, 2 Artillery

Axis – 7 Infantry, 5 Armor, 2 Artillery

medal allies

Allied Strategy:

1.  Big picture strategy for Allies is that when the battle starts you have partial control of the central hills.  If you can consolidate that control by moving in additional infantry and armor, plus move your center-section artillery forward, you can hold on and fight the battle from there.  However, if the enemy gets an immediate push forward with cards like Armor Assault or Infantry Assault, they will very quickly be on top of that hill. If you have not yet consolidated power, you may have to either fight to the death right there, or pull back to the nearby town and mini-hills and fight from there. 

medal axis

Axis Strategy:

1.  Big picture strategy for Axis is that they win this two-thirds of the time against the Allies, because you have a lot of firepower very close to the central hills where the primary battle is fought.  If you can mobilize all the forces stuck in the right-flank corner, you can bring a massive attack against the enemy.  With a few well placed cards, you can very quickly have your forces battling for control of the central hills.

Battle Reports

(percentage of Allied victories):

31%

14
BR - Tunisia

Author:

Link:

Toulon

Toulon

Scenario_Toulon_start_Allies

The Battle of Toulon (August 20–26, 1944) was a key engagement during the Allied invasion of southern France in World War II, as part of Operation Dragoon. The objective was to liberate the strategic port city of Toulon, essential for supplying the advancing Allied forces.

French forces, primarily from the French Army of Africa, spearheaded the assault under General Jean de Lattre de Tassigny. They faced fierce resistance from German defenders, who had heavily fortified the city. Intense urban combat ensued, with the French forces relying on both coordinated ground attacks and naval support.

After six days of fighting, the French troops successfully captured Toulon, forcing the surrender of the German garrison and securing the port. This victory, alongside the concurrent liberation of Marseille, provided the Allies with critical supply lines and marked a significant step in the liberation of France.

6 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Mediterranean

Campaign:

Codename:

Operation Dragoon

Summary:

Objectives:

6 VP’s, plus the City of Toulon

Battlefield:

Because of the two sets of thick hilly forests cutting across the left and right flanks at an angle, it limits movement of both forces from section to section. Thus proper placement of troops in the early moves of the game can have a dramatic effect on its final outcome.

Troops:

Allies – 10 Infantry, 4 Armor

Axis – 10 Infantry, 1 Artillery

 

medal allies

Allied Strategy:

1.  The key objective for the Allies is to capture the town of Toulon. If the Allies occupy three of the town hexes at the end of any turn, they win immediately. So, besides the need to simply destroy Axis units, the Allied player should keep up a relentless push toward the center section which contains Toulon. This will force the Axis player to not only defend individual hexes, but also to move troops toward defending the center, thus dislodging some from behind sandbags.

2. The most imminent need for the Allies is to get their infantry away from the back wall and into the fight against the two sandbagged hexes right in front of them. Any retreat flags thrown by the Axis powers will increase odds of a hit from 50% to 67% against the Allies.

medal axis

Axis Strategy:

1.  Because the Allies have four Armor units, the Axis are outnumbered. So the scenario is primarily defensive. Given the right cards, some offensive operations may be possible. But historically, the Germans had to eventually pull back, so be aware, and be careful.

2.  Your forward infantry in the center section may get overwhelmed by the Allies, so you will want to get in your hits while you can. If appropriate, you may consider a strategic retreat to let your infantry fight another day.

3. Because you are outnumbered in terms of forces, your best chance of scoring hits will be to remain in your defensive positions and hit the enemy as they approach.

4. Be sure to protect the four hexes of Toulon, for should the enemy gain control of three hexes, you will lose instantly.

Memoir 44
Classic Battle Reports

(percentage of Allied victories):

66%

25
BR - Toulon

Author:

Days of Wonder

Link: