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:

Sword Beach

Sword Beach

Scenario_SwordBeach_start_Allies

June 6th, 1944—Sword Beach. The British came in swinging on the eastern flank of Normandy, and they made it count.

Under General Miles Dempsey, the 3rd Infantry Division, backed by tanks, naval guns, and airborne troops, hit that beach like a battering ram. Their mission? Take the beach, punch inland, link up with the Canadians on the left and airborne boys on the right, and grab the city of Caen.

They ran headfirst into resistance from the German 716th Infantry, dug in and waiting. But it didn’t matter—Allied firepower and planning turned those bunkers into scrap. The Brits cleared the beach, pushed several miles inland, and set up a strong foothold by nightfall.

They didn’t take Caen on Day One—but they owned Sword Beach, and that was the damn prize. That success helped anchor the whole eastern flank of the invasion and gave us the momentum we needed to crack open Nazi-occupied France.

Sword Beach was no walk in the park—but it was a well-executed, hard-hitting assault that helped open the gate to Western Europe.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 5

Axis – 4

Complexity:

2

Conditions:

Beach

Location:

Normandy

Year:

June 5th, 1944

Theater:

Western Front

Campaign:

D-Day Invasion

Codename:

Overlord

Summary:

Like all Normandy beach invasions, this is a battle between well-defended but overwhelmed Axis forces who are trying to slow down the Allied onslaught.

Objectives:

This is a five VP game with three town hexes as Objective Medals. The goal for the Allies is to get to the town VP Objective hexes ASAP, and for the Axis it is all about slowing down the Allied advance enough to get a few knockout Tactic cards against them.

Battlefield:

Sword Beach has no hills or bluffs to slow the Allied advance off the beach

Troops:

Axis –
6 Infantry,
1 well-placed artillery in the center of the field,
1 badly positioned armor unit stuck in the corner behind a forest.

The Allies –  9 Infantry,  3 Armor

Allied Strategy:

1.  As with all beach scenarios, the challenge is for the Allies to get off the beach as quickly as possible.

2.  The three! objective medals in the towns against the back border represent a clear and compelling goal for the Allies. If the Allies can maximize their movement cards off the beach and blitz past the defenders for the town hexes, victory can be had rather quickly.

3.  The Axis artillery in the center of the battlefield is very dangerous and unless the Allies have an excellent set of cards, should not be attacked. The best strategy – as indicated by Alexis Beuve in the Memoir 44 Tactics & Strategy Guide is to attack on the flanks in order to avoid the devastating pounding from the centrally placed artillery.

Axis Strategy:

1. The Axis armor in the corner is hidden away and of no use. Therefore, as early as possible, the Axis needs to move the tank into the forest hex, where it will have to stop for one turn. But from there it can make its way out to the battlefield. The decision as to whether to place the armor in the center section or the right flank, will depend in part on where the Allies choose to deploy their forces. But once this armor gets out the Axis player should be able to score one or two VP’s, especially if he catches the Allied forces while they still have their back to the water, resulting in some no-retreat hits.

2. Use your artillery as much as possible, before the enemy takes it out with Barrage or Air Power, or an Infantry Assault. This will be one of the Allies’ early objectives. So use it well while you have it.

3. Should you pull your infantry from the back row where they are defending Objective Medals? Early on, if you have the opportunity, they could bolster your forces which are trying to prevent the Allies from coming off the beach. But once the full scale Allied invasion begins to form, they will be sitting ducks in the open terrian, and should be pulled back to guard a Medal Objective.

Battle Reports

(percentage of Allied victories):

46%

12
BR - Sword Beach

Author:

Days of Wonder

Link

Suomussalmi – Russo-Finnish War

Suomussalmi

scenario_Suomussalmi_start

6 VP’s

Card Balance:

Russian – 4

Finnish – 6

Complexity:

3

Conditions:

Winter

Location:

Finland

Year:

1939

Theater:

Eastern Front

Campaign:

Russo – Finnish War

Summary:
The Finns switched sides during WW2, all in the name of defending themselves.  

Objectives
Six VP’s, plus if the Finns occupy three of the four hexes of Suomussalmi, they win immediately, which I have done, and is a very satisfying win.

Battlefield
The battlefield for this scenario is marked by three frozen rivers cutting across the field of play and creating hazardous conditions for troop movements.

Troops:
Finns: 10 Infantry, 1 Artillery
Russians:  10 Infantry, 2 Armor, 1 Artillery

Allied Strategy:

Allies must defend the town of Suomussalmi, as it will be instant defeat if the Axis occupies 3 of the 4 town hexes. But the town is heavily defended with sandbagged troops, so do not try the attack unless you are able to assemble a strong force with powerful Combat cards.

Axis Strategy:

Axis (Finnish) ski troops have a major movement advantage. They can move 0-3, and fire at 3 or 2. Plus they can move onto any terrain and still fire. So your infantry movement cards will allow you to quickly mass your troops for an attack.

Battle Reports

(percentage of Allied victories):

54%

7
BR - Suomussalmi

Author:

Days of Wonder

Link:

Sugar Loaf and Half Moon

Sugar Loaf and Half Moon

The Battle of Sugar Loaf and Half Moon took place during the Battle of Okinawa in May 1945, one of the final and bloodiest battles of World War II. Sugar Loaf Hill and Half Moon Hill were heavily fortified Japanese positions that U.S. Marines needed to capture to advance on the island.

The Marines faced fierce resistance, as Japanese forces had entrenched themselves in well-concealed bunkers and tunnels. Fighting was brutal, with the Marines enduring relentless artillery, machine-gun fire, and counterattacks. After days of intense combat, heavy casualties, and repeated assaults, the Marines eventually secured both hills.

The capture of Sugar Loaf and Half Moon was crucial to the Allied effort in Okinawa, allowing further progress toward the island’s southern defenses. The intense fighting and high casualties highlighted the challenges of the Pacific Campaign and foreshadowed the potential cost of an invasion of mainland Japan.

6 VP’s

Card Balance:

USA – 6

Japanese – 4

Complexity:

2

Conditions:

Jungle

  

Location:

Pacific

Year:

1945

Theater:

Pacific

Campaign:

Battle of Okinawa

Codename:

Summary:

Objectives:

6 VP’s
(Special Rule: Note that if the Marines clear out an entire section of Japanese forces, it counts as a temporary VP.)

Battlefield:

This scenario begins with both forces arrayed across the battlefield and ready to engage in immediate warfare. It is a countryside with hills and caves spread across all three sections. The caves allow for rapid movement of Japanese troops.

Troops:

Allies – 10 Infantry, 2 Armor, 2 Artillery

(Infantry practices the Gung-Ho! rule.)

Axis – 10 Infantry, 2 Artillery

(Japanese Infantry practices the Seishin Kyoiku Doctrine (SKD), and the Yamato Damashi Concept, and the Banzai War Cry.)

Allied Strategy:

1. The enemy is weak on your right flank. They have no artillery protection on half the flank. With your artillery, you have a slight numeric advantage. If you can work up the cards, you could launch an attack on tht side, and gain half the VP’s you need. Once you overwhelm that section, your remaining forces can combine with your center section troops to finish off the job and gain your final three VP’s.

2.  Use your Artillery to hit every full force Infantry unit at least once in order to cancel out the SKD advantage they have.

3.  Note that one of your artillery is mobile, so you can move in and fire. But do not move in too close prematurely, or the Japanese forces will overwhelm you with their SKD power.

4.  Strategic consideration based on this special rule:
“When all the Japanese units in a section of the battlefield (right, center or left) are eliminated, the Marines gain one Victory Medal.”  This means that if you can concentrate all of your attacks in one section, you will gain not only the medals for eliminating units, but also one extra Victory Medal for clearing out the section. 

Axis Strategy:

1.  Use the Banzai War Cry combined with the Seishin Kyoiku Doctrine to quickly advance your full-power Infantry units to attack any enemy who are within striking range. With the additional dice roll that SKD provides, you can quickly weaken the enemy.

2. Remember to use the tunnel system to quickly move infantry from hill to hill to get your forces into the action.

3. Use your artillery at every opportunity on any enemy forces that approach.

Battle Reports

(classic percentage of Allied victories):

68%

15
BR - SugarLoaf

Author:

Days of Wonder

Link:

Strasbourg

Strasbourg

On January 7, 1945, the German Nineteenth Army launched an attack south of Strasbourg against the First French Army in an operation code-named Sonnenwende (“Winter Solstice”). This offensive was part of a broader German effort to counter the Allies’ advance in Alsace and maintain control over key territory in eastern France.

The attack aimed to push back the French forces and threaten Strasbourg, a strategically vital city for the Allies. Despite initial German gains, the French First Army, with support from American forces, mounted a resilient defense. Allied artillery and air support helped to stall the German assault, ultimately preventing the Nineteenth Army from achieving its objectives.

The failure of Sonnenwende weakened German forces in the region and contributed to the broader collapse of German defenses in Alsace, allowing the Allies to solidify their hold on Strasbourg and continue their push toward Germany. 

General Howitzer’s summary:  

Sonnenwende was a damn flop for the Germans—it drained their strength, cracked their lines in Alsace, and handed us the keys to Strasbourg. From there, it was full steam ahead, straight into the heart of Germany.

 

5 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

4

Conditions:

Winter

Location:

France

Year:

1945

Theater:

Western Front

Campaign

Codename:

Sonnenwende (“Winter Solstice”)

Summary:

Objectives:

5 VP’s, and two Medal Objectives for Axis

Battlefield:

Strasbourg is a winter scenario with a frozen river cutting diagonally across the battlefield. It is passable. There is also an impassable river with three bridges crossing it. Each set of troops are squeezed against opposite corners causing an exciting asymmetrical warfare experience.

Troops:

Allies – 8 Infantry, 3 Armor, 1 Artillery

Axis – 6 Infantry, 4 Armor

Allied Strategy:

1. You need to defend the medals in the town and bridge hexes because the Axis are going to come at you with everything they’ve got.  They have you outnumbered by armor and there is a lot of open territory, so you will need to get your forces into defensive positions.  

2.  Your infantry in the forward right flank are in a position to attack the enemy forces backed up against the border so hit them while you can. 

Axis Strategy:

1.  Big picture strategy for you is to push your forces down the cener section and to pursue the two medal objectives in the town and bridge hex. 

2.  Because your forces are pushed up against the back wall, you need to get them mobile as soon as possible. 

18
BR - Strasbourg

Author:

Days of Wonder

URL

St. Vith, Ardennes

St. Vith

Scenario_StVith_start_Axis

The Battle of St. Vith, fought in December 1944 during the Battle of the Bulge, was a critical engagement on the Western Front in World War II. Located in Belgium, St. Vith was a key road junction that the German Army sought to capture to facilitate their advance into the Ardennes.

American forces, including elements of the 106th Infantry Division, the 7th Armored Division, and other units, mounted a stubborn defense despite being outnumbered and outgunned. Their resistance delayed the German offensive significantly, disrupting the timetable of the German 5th Panzer Army.

The battle concluded with the withdrawal of American forces on December 23, 1944, after inflicting heavy casualties on the Germans and buying valuable time for Allied reinforcements to regroup and counterattack. The defense of St. Vith is remembered as a strategic success for the Allies, contributing to the ultimate failure of the German offensive.

6 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

Belgium

Year:

1944

Theater:

Western Front

Campaign:

Ardennes

Context:

Historical

Summary:

Objectives:

6 VP’s

Battlefield:

The St. Vith scenario has a large central battlefield surrounded by forests blocking access to each of the flanks, and a long ridge of impassible mountain hexes (the Prumerberg) across the back of the field. It makes for intense warfare of armor, infantry and artillery battling it out for dominance in the center.

Troops:

Allies – 7 Infantry, 6 Armor

Axis – 10 Infantry, 4 Armor, 1 Artillery

Allied Strategy

1. The Allies are on the defensive here, receiving only 4 cards vs. the Axis’ 5 cards. You have sandbags; use them, and don’t be too quick to move out from them.

2. The center section with the impassable mountains behind and the enemy artillery in front is kind of a kill-zone unless you are prepared for it. Your best assault tactics may be found on the flanks.

Axis Strategy

1.  Your forces are bunched together making for many no-retreat situaions. Move your Infantry into the woods as soon as possible.

2. Note that the enemy has their backs to the wall with the impassable mountains behind them.  Once your infantry are deployed in the woods, use your armor and artillery to hit any forces in the center section. Most of your hits will be enhanced by another 17% because of the no-retreat situation in which the Allied forces find themselves.

3.  Note that although the Allies have a 6-4 armor advantage, their two armor in the back center section will be slow to get into the action. If you can hit or eliminate one or more of the forward armor units before the others come into play, it will even out the battle for you.  

Battle Reports

(percentage of Allied victories):

45%

17
BR - St. Vith

Author:

Days of Wonder

Link: