Slopes of Mount Austen (Gaudalcanal)

Slopes of Mount Austen

scenario_SlopesMtAusten_start_Allies

The Battle of the Slopes of Mount Austen (December 1942–January 1943) was a critical engagement during the Guadalcanal Campaign in the Pacific Theater of World War II. Mount Austen, a strategic high point on Guadalcanal, was vital for controlling the surrounding terrain and protecting Henderson Field, a key Allied airbase.

The battle involved intense fighting between U.S. forces, primarily the Americal Division, and entrenched Japanese defenders, including the elite Ichiki and Kawaguchi Detachments. The Japanese had fortified positions on the rugged slopes, including a stronghold known as the Gifu.

The fight for Mount Austen was no Sunday stroll—it was a slugfest in choking jungle against an enemy dug in like ticks and mean as hell. The Japs were camouflaged, stubborn, and ready to die where they stood. But our boys hammered them with infantry, blasted them with artillery, and pounded them from the air until every inch was ours. By mid-January ’43, we owned that mountain and the ground around it—breaking their grip on Guadalcanal and shoving the whole damned campaign toward victory.

~~ General Howitzer

5 VP’s

card

Card Balance:

Allies – 6

Axis – 5

Complexity:

2

Conditions:

Jungle

Location:

Gaudalcanal

Year:

1943

Theater:

Pacific Theater

Campaign:

Guadalcanal Campaign

Codename

Summary:

Objectives:

5 VP’s

Battlefield:

The battlefield is pretty wide open, except for three hilly hexes spread across all three sections.

Troops:

Allies – 10 Infantry, 2 Armor, 3 Artillery

Axis – 9 Infantry, 1 Artillery 

Allied Strategy:

1.  The right flank has no artillery defending, so it presents a possible path for attack for the Allies.

2. The Allies have three artillery. This is a powerful assist to the Marines. Use the artillery to soften the Japanese forces. The goal is to knock out at least one figure per hex, in order to elminate the Seishin Kyoiku advantage.

3. Get your armor into fire positions as soon as you can. The open pathway between the jungle hexes will provide you with the quickest access to the enemy.

 

Axis Strategy:

1.  Make use of your artillery on the right flank. There are a couple of Allied units with no retreat, which you can hit with 2D attacks.

2.  You have a couple of infantry units that are well behind the field of play.  Bring them forward so that they can have some fun too!

Classic Battlefield Reports

(percentage of Allied victories):

63%

17
BR - Mount Austen

Author:

Days of Wonder

Link:

Sidi Rezegh Airfield

Sidi Rezegh Airfield

scenario_SidiRezeghAirfield_start

“Listen up, boys! Back in November ‘41, the battle for Sidi Rezegh Airfield was one hell of a dust-up in the North African sands. The South Africans and the British 7th Armoured Division—those Desert Rats—were gunning to knock the Axis on their heels and bust open that siege at Tobruk.

The Germans and their Italian pals weren’t about to give up that airfield without a fight. Our boys slammed into those anti-tank guns and Panzers like a battering ram, and at first, they made some headway. But Rommel, that desert fox, came roaring back with his own counterattack, and it turned into a slugfest—blood, sweat, and tanks grinding it out in the sand.

In the end, the Brits had to pull back from the airfield, but they gave Rommel a bloody nose and knocked his supply lines out of whack. And don’t forget—Operation Crusader didn’t end there. That airfield scrap was part of the bigger plan that finally lifted the siege of Tobruk and turned the tables in North Africa.

So remember this, men: sometimes you take a few lumps, but you keep punching, and that’s how you win the war!

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1941

Theater:

Mediterranean

Campaign

Summary:
This desert scenario has a roadway passing through two sections cutting at an angle, blocked by escarpments. This is a tank battle ‘mano-a-mano’ and in many cases the attacker with the early momentum can gain the upper-hand and win.

Objectives:
This is a 5 VP game, and since it is a tank battle will go very quickly. The Axis begins with one point already, thanks to their control of the airfiled. 2.

Battlefield:
The field of play is all desert, with an escarpment and road running at any angle through much of the right flank. The small opening between escarpments is where the Axis will have to attack. The British can attempt to use the road for rapid progress towards the top of the map where the airfield lies.

Troops:
The Axis begin with an armor and mobility advantage to their side. The British also have no infantry, so some of infantry command cards will be converted to sigle armor unit commands.

Allied Strategy:

1. Allies need to remember that because of North African Desert rules, your armor can only move two hexes, while Axis can move three. Watch your armor placement carefully to avoid a series of close assault attacks.

2. The Allied armor begins in a congested formation with several units having no retreat options. This places the Allies in a position, since they move first of attacking the Axis armor immediately, before they are attacked – while they are still pinned against the back border – by the three-hex moving Axis units. So even if the card do not allow you to move a lot of units, you simply must attack and get your forces forward.

3. The British will need to attack an overwhelming tank force which has greater mobility than them (3 hex moves vs. 2 hex moves). In order to do this, it may help to threaten an attack on the airfield, thus diverting some Axis armor resources towards defense of said airfield.

Axis Strategy:

1. Axis begins with one victory medal for the airfield. As long as they hold the airfield, they keep the medal. So part of Axis’ considerations and planning must not only include the outright attack on the Allies in the sand, but also thought must be given to defending the airfield. Do not allow the Allies to distract you, while they prepare for an assault against it.

Battle Reports

(percentage of Allied victories):

28%

23
BR - Sidi Rezegh

Author:

Days of Wonder

Link:

Securing the Flank

Securing the Flank

The battle “Securing the Flank” near Caen, France, was part of the Allied efforts during the Normandy Campaign of World War II in the summer of 1944. Following the D-Day landings, the Allies sought to expand their beachheads and secure strategic positions to enable further advances into German-occupied France.  The fighting around Caen was marked by intense battles in open fields, villages, and bocage (hedgerow) terrain, which slowed Allied progress and caused heavy casualties. Despite these challenges, the Allies ultimately succeeded in securing the area, paving the way for the liberation of Normandy and the advance toward Paris.

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

3

Conditions: 

Countryside

Location:

France

Year:

1944

Theater:

Western

Campaign:

Normandy Invasion

Summary:

Objectives:

5 VP’s, including two temporary Medal Objectives

Battlefield: 

The center of this battlefield has a range of hills facing a three hex town with a Objective medal for the Allies. Control of the center will determine success in this scenario.

Troops:

Allies – 9 Infantry, 4 Armor

Axis – 7 Infantry, 3 Armor, 1 Artillery

Allied Strategy:

1.  The Allies have a temporary medal objective in the town of Fontenay le Pesnel in the top center section.  So grab the hilly ridge just below it, to launch the attack. As you attack the Axis forces around the battle field, you can continue to push up into the city, forcing the enemy to defend on multiple fronts.

2.  Your two infantry in the right section are open and undefended. Get them into the forest hexes as soon as you can.  The Axis have a couple of armor stuck behind hedgerows so you have a bit of time to secure your forces.

3.  Because of the enemy artillery, the left flank is your weak flank. The large open countryside is dangerous territory for your troops to try to cross with the enemy infantry sandbagged in the woods, combined with the artillery.

Axis Strategy:

1.  Your armor in the lower left flank needs to get into action as soon as possible. It will take one move just to move them into a position where they can respond to enemy threats. Do that at your first opporunity.

2. Once you have your armor in place on the left flank, your next concern is your right flank, which can become overwhelmed if the enemy is aggressive and has the right set of cards. 

3.  Move your artillery on your right flank forward when you can.  This will give you 2D attack on the front two hexes of the center hill.  This will mute the Axis attack against your fortified infantry in the center.

12
BR - Securing the Flank

Author:

Days of Wonder

URL

Saverne Gap, Vosges

Saverne Gap

scenario_SaverneGap_start_Allies

5 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

4

Conditions:

Moutaneous Countryside

Location

Year

Theater:

Western Front

Campaign

Codename

Summary:

Because of the impassable mountains, Saverne Gap is almost like three separate battles taking place.

Allied Strategy:

1. As Allies, there is very little opportunity to move troops from one section to another, so you need to watch your tactics carefully and be careful with your attack.

2. Your best opportunity for attack is up the center. With the right combination of cards, such as Infantry Assault, you goal is to quickly overwhelm the first town in your way. While they enemy controls that town they can force you back against the wall and score some extra hits with retreat flags. The wire bales in front of the town will definitely decrease your attacking power, but with two or three good center section attack cards, you will eventually be successful. From there, your forces will be able to spread out a bit for the attack against the forces defending town of Saverne.

3. Your right flank will be the most difficult one to maneuver through. With the tight quarters and the enemy protected in a town and forest hex, it will be difficult for your tanks to succeed agains them. The tanks can only fire with one dice at a time. And you only have one infantry force to attack the town and forest hexes. If you can lead with your infantry, they will be more successful by being able to throw two dice at a time for each close assault attack.

4. Watch your card play, and when you get the right combination of special Combat cards, use that as the basis for your decision of which section to pursue your victorious attack.

Axis Strategy:

1. Note that because the mountains are impassible, you will not be able to fire your artillery at the outer sections.

2. The center section will be the most important to guard as the town of Saverne represents one VP. If you can delay the advance of the infantry up the center, you may be able to wait for the right combination of cards to assist you with the task of preventing their forward advance.

3. Keep your forces in the forests and town hexes and never leave them. Just stay safely hidden inside as you continuously attack them relentlessly degrading their attacking power.

Battle Reports

(percentage of Allied victories):

46%

16
BR - SaverneGap

Author:

Days of Wonder

Link:

Sainte-Mere-Eglise

Sainte-Mere-Eglise

scenario_StMereEglise_start_Allies

“Listen up! On June 6th, 1944—D-Day—the boys of the 82nd Airborne Division as part of Operation Neptune, jumped out of those planes and straight into history. Sainte-Mère-Église—that was the prize. Those paratroopers were dropped right on top of the town, some hanging from steeples and some dropping straight into Germany’s lap!

But those boys didn’t flinch. They fought like hell, street by street, house by house, until Sainte-Mère-Église was ours. That town was the first piece of France to taste freedom again, and by God, it stayed that way.

They didn’t just take a town—they choked off German reinforcements and cleared the way for the boys coming in at Utah Beach. That’s how you make a landing stick, boys—you seize the ground, hold it like a bulldog, and keep moving forward! Sainte-Mère-Église was just the start of the march that would bring Hitler’s Reich to its knees!”

~~ General Howitzer

4 VP’s

card

Card Balance:

Allies – 5

Axis – 4

Complexity: 

2

Conditions:

countryside

Location:

France

Year:

June 6th, 1944

Theater:

Western Front

Campaign:

Normandy Campaign

Codename:

Operation Neptune

Summary:

The option to drop paratroopers in either of the three sections at the start of the battle makes for a very interesting strategy, and a battle that varies quite a bit from game to game. Is there a better choice between dropping the paratroopers in the center section, or left or right flank? It comes down to the cards in your hand. So before you do the para-drop, check your cards, and determine where your most likely result of overwhelming force will occur. Combine a strong set of cards, with the presence of 3 or 4 additional infantry, could turn the tide in favor of the Allies.

Objectives:  4 VP’s

This is a four VP game, so there it is fast, and there is no room for mistakes. It is not so much about strategic positioning; it is about hitting the enemy hard and fast.

Terrain:

Countryside with forests on each side of the town of Mere-Eglise in the center section.

Troops:

Allies – Infantry, 6 -10, depending on the success of the paradrop.

Axis – 9 Infantry, 1 Armor

medal allies

Allied Strategy:

1. Check your cards before you drop. Then use the drop to give even more power in your strong section. However, note that there is no guarantee that all four paratrooper units will survive the drop. You may end up with half of the force you expect. And you must be prepared for that contingency, should you drop them in the midst of enemy forces. A good commander prepares for this eventuality.

2. Your center section infantry should be ready to deploy in either direction, depending on enemy actions.

3. If you can maximize your firepower in one section, and quickly destroy the enemy, then you may have enough time and movement to bring your forces to strengthen the attack in the next section.

4. The Allies control five cards to the Axis four, so the principles of flexibility and responsiveness are on your side.

medal axis

Axis Strategy:

1.  You are going to have to respond to the surprise attack by the Allies before you can do much else. But as soon as you have a chance, move your Armor out into the battle.

2.  You will have superior forces on whichever side they did not drop into, so do what you can to get your four kills before their forces overwhelm you. Your armor will be essential to the win.

 

Battle Reports

(percentage of Allied victories):

62%

24
BR - Eglise

Author:

Days of Wonder

Rzhev – The Meat Grinder

Rzhev (the Meat Grinder)

scenario_Rzhev_1turn

“Listen up, men! The Battle of Rzhev in that God-forsaken winter of ‘42 was a real bloodbath—some called it the ‘Rzhev Meat Grinder’ and they weren’t kidding. Those Russians threw everything they had at the Germans, trying to smash their lines and give Stalin a breather for Moscow. But the Germans had their trenches dug deep and those Red boys paid for every inch of dirt with buckets of blood.

The snow and ice turned the whole mess into a living hell—no damn place for a man or a tank. Despite all that, the Soviets never stopped coming. Sure, they didn’t take Rzhev right then and there, but they hammered the Germans so hard they finally had to pack up and haul ass out of there later on.

So here’s the lesson, boys: courage is the fuel, and persistence is the blade—but even the toughest steel can wear down when you keep pounding it. The Rzhev campaign was brutal, but it was one more nail in the coffin of that damn Nazi war machine.”

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

4

Conditions: 

Winter

winter

Location:

Russia

Year:

1942

Theater:

Eastern Front

Summary:

Rzhev is a complex scenario recreating the Soviet counter-offensive with a 10 VP goal. This requires a long-term plan, as quick tactical hits will not win such a long battle.  Night rules are in effect.

Objectives:

10 VPs,
including Objective medals for both Axis and Allies, plus Exit objectives for Allies.

The town of Belyi is a temporary medal objective worth 1 medal for both sides. If any unit occupies any of the three hexes marked with an ‘A’ they gain a medal irregardless if an opponent occupies any of the other hexes. Both sides can earn 1 medal at the same time.
The town of Rzhev is a temporary medal objective worth 2 medals for both sides. If any unit occupies any of the 3 hexes marked with a ‘B’ they gain 2 medals irregardless if an opponent occupies any of the other hexes. 

Terrain:

The Axis forces already control much of the battlefield, as sandbagged troops who are very difficult to dislodge, while the Russians are pressed up against the wall.

Troops:

Allies – 10 Infantry, 5 Armor, 2 Artillery

Axis – 9 Infantry, 2 Armor, 1 Artillery

medal allies

Allied Strategy:

1. Big picture strategy for the Allied forces is to concentrate your firepower on the towns of Belyi and Rhzev.  Once you take out the enemy you will gain not only points for destroying units but also objective medals for controlling the towns.

2.  You can attack the well-protected Axis Infantry units by placing your Armor in the forest and degrading them over several turns. Time is on your side, so there is no need to rush the attack until you are ready.

3. The Axis have a sniper (as do you).  Because they are lethal at five hexes away, and can slowly degrade your troops, you need to move armor in close proximity and take him out.

4. You have a well-placed Artillery right in the center of the battlefield.  Use it at every opportunity to take out enemy forces. If you get the chance to concentrate firepower using a card like Firefight, Barrage, or Airpower, then use it to destroy the enemy Artillery against the back border before it moves forward. 

medal axis

Axis Strategy:

1.  Because this is a Russian counter-attack scenario, the Germans are primarily in a defensive position and out-numbered. So use your protections well.  You must get your Armor into a good defensive tactical position to allow for mobility when needed, and defense of open terrain in the center and left section.

2. Your artillery is well-placed in the center. Use it to good effect before it is overwhelmed by the enemy.

3.  The Axis begins the scenario with three medals. Keep the enemy out of the towns of Belyi and Rhzev to retain them.

4.  The Russians have a Sniper.  So the best way to deal with him (or her), is to move in armor to block its attack, and pick him/her off.

Battle Reports

(percentage of Allied victories):

31%

21
BR - Rzhev

Author:

Days of Wonder