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.

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.

7
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%

15
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.

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.

18
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.

10
BR - Bretel Wood

Author

URL

Moyland Wood (Operation Veritable)

Moyland Wood (Operation Veritable)

The Battle of Moyland Wood, part of Operation Veritable, took place in February 1945 near the village of Moyland in Germany. It was a significant engagement between British and Canadian forces of the Allied 21st Army Group and German forces as the Allies sought to clear the Reichswald Forest and advance into the Rhineland. The battle featured British and Canadian forces facing German defenders, including the 116th Panzer Division.  Fierce fighting in dense woods and muddy terrain saw the Allies overcoming stiff German resistance and counterattacks.  The Allies secured Moyland Wood, enabling their continued advance toward the Rhine.  The battle highlighted the challenges of wooded combat and the importance of infantry-armor-artillery coordination.

General Howitzer summarizes:
Moyland Wood was an awful grinder—thick trees, knee-deep mud, and a dug-in enemy hell-bent on stopping us. The Brits and Canadians went toe-to-toe with the 116th Panzer Division, hacking through the forest under fire. It was slow, brutal work, but they pushed the Germans back and took the wood. That fight proved one thing: in terrain like that, you’d better have your infantry, tanks, and artillery working like a single fist—or you’re dead in the mud. With Moyland secured, the road to the Rhine was wide open.

6 VP’s

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

Codename:

Operation Veritable

Context:

Historical

Location:

Germany

Year:

1945

Theater:

Western

Campaign

Codename:

Operation Veritable

Summary:

Objectives:

in this scenario is the town of Louisendorf and its victory points. The forms the crux of the battle strategy in many cases.

Battlefield:

Moyland Wood has a range of hilly hexes cutting across diagonally. There are two Axis VP’s right in the center town hexes. The Allied forces are scattered across the battlefield, in control of several hills, thus slowing down the forward advance of the Axis forces toward the VP town objectives.

Troops:

Allies – 10 Infantry, 5 Armor, 1 Artillery

Axis – 9 Infantry, 4 Armor, 2 Artillery

Allied Strategy:

1. The number one objective for Allies is to not easily surrender Louisendorf and its victory medals. As one is able, some of the center infantry should be placed into the town.

2. The round begins with the Allies scattered across the battlefield with no cohesive organizing principle. They will need to very quickly assemble and organize for an attack strategy before the Axis picks off the individual units. The Allied player needs to spend some time just arranging the troops into a battle plan.

3. At the start of the game, the advanced Allied infantry in the center section should really pull back into the town of Louisendorf for two reasons: first because the advanced unit is subject to multiple attacks from nearby Axis units with very little of its own supporting units to help support it, and second, in order to solidify a defense in the town.

4. Be wary of the well-placed artillery on your left flank, and the sandbagged infantry in the woods. It is really a losing battle to attack that flank unless you have an outstanding set of attack cards for that section.

5. Note that the ridge-line on your left flank is within the two-dice hex range of the artillery. So should you think about placing your armor on the point, which would make a great offensive and defensive position, if the enemy has the right combination of cards that flank, they will be able to attack and degrade the armor fairly quickly.

Axis Strategy:

1. Number one objective for Axis is to target the town of Louisendorf and its VP. The Axis begin the game with an outstanding offensive & defensive position on their right flank. Use it early on to hit the Allied units which are pressed up against the back boundary. Without a retreat option, the odds increase nicely for some successful kills.

2. Note that your forces on your left flank are fairly exposed, and backed up agains the boundary.  Should the Allies get some armor on the hill facing your forces, they will be able to deal some damage rather quickly.

3. As cards allow, gather your forces for an assault on the center, with the town hexes as your objective. And while the enemy is distracted defending for the impending attack, use your overwhelming firepower on your right flank to pick off units and gain one or two VP’s.

17
BR - Moyland Woods

Author:

JBorg

URL

Montelimar

Montelimar

scenario_Montelimar_start_Axis

The Battle of Montélimar (August 21–28, 1944) occurred as Allied forces, advancing quickly north from the Operation Dragoon landing beaches, sought to disrupt the German retreat along Route N-7, a critical supply and escape route near the Rhône River. The battlefield featured a mix of open farmland, rugged hills, and strategic chokepoints.

By August 22, skirmishes intensified as both sides probed each other’s strength. On August 24, German forces gained a critical edge after capturing detailed Allied operational plans. Despite this intelligence, their ambitious counterattacks on August 25 faltered. Efforts to cut off American forces and secure key terrain like Hill 300 and the Condillac Pass achieved mixed results. While some German gains were made, they were driven back by American artillery. Conversely, Allied attempts to sever N-7 were repelled by strong German counterattacks, leading to a tactical stalemate.

That fight was no game of chess—it was a brawl for the lifelines out of there. Both sides knew whoever held those escape routes held the keys to the whole sector. We clawed and fought for every inch, and in the end, that struggle fed right into the bigger job—kicking the enemy out and driving on to liberate southern France.

~~ General Howitzer

6 VP’s

card

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

countryside

Location:

Southern France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Invasion

Codename:

Operation Dragoon

Summary:

Objectives:

Six VP’s, plus terriotorial objectie medals for the Axis if they capture the towns, and for the Allies if they reach the river’s edge.

Terrain:

The Montelimar scenario has 5 hllly hexes dominating the center of the field of battle, plus several nearby hills. The side which controls this has some hope of reaching their objectives, whether it is the victory point towns, or the victory point riverway.

Troops:

Allies – 9 Infantry, 2 Armor, 1 Artillery

Axis – 9 Infantry, 4 Armor, 1 Artillery

thenmedal allies

Allied Strategy:

1.  The Allies begin the scenario in control of the central hilly hexes, which gives them an immediate edge. This is only blunted by the fact that the Axis are able to move first. If they get the right cards, such as an Assault in the Center or an Infantry Assault command card, they can make an immediate bid to challenge that central control.

2. Note that the hills on the right flank are impassable. This makes the right section almost its own battlefield. If the Axis get an attack advantage down that lane, they will be able to reach the Objective Medal in the town of Grane. 

3. If you hope to hold the right flank, you will need to get a unit into the forest at K4.  A Probe on the Right would allow you to swap places quickly by moving Infantry at L2 to K4, and Infantry K1 to L2

4.  The killer move is to station a unit on the hill (h6) next to, or on the hex (i6) in Condillac Pass.  Then when you are ready to finish off an enemy unit to gain your fifth medal, then also move your other unit from the sixth row hexes where they have been waiting, right up to the Rhone River to capture your sixth medal as a territorial objective! 

 

medal axis

Axis Strategy:

1.  Both of your flanks are strong compared to the Allies. So advance down those if you can, as they each also have an objective medal waiting for you at the end. However, your right flank is guarded by Allied artillery, so the left may be the place to make your biggest push.

2.  You need to take control of the hill in your central section. Your forces are pressed up against the Rhone River and subject to no-retreat hits.

 

 

 

Battle Reports 
(percentage of Allied Victories):

54%

9
BR - Montelimar

Author:

Days of Wonder

Link: