Rzhev – The Meat Grinder

Rzhev (the Meat Grinder)

Memoir 44 Rzhev Scenario

“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 – 9 Infantry including a Sniper, 5 Armor, 1 Artillery

Axis – 10 Infantry including a Sniper, 4 Armor, 1 Artillery

medal allies

🔥 1. Winning as the Soviets (Allies)

Soviets must be surgical, not brute-force.
Your troops have numbers but terrible defensive terrain.
So your victories come from forcing the Axis out of their woods.

Do NOT Push the Center First

The center looks juicy… but it’s a trap.

If you push center:

  • You feed medals to the German artillery in the woods

  • You take 2-dice fire from multiple directions

  • You lose tempo

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. 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

🔥 1. Winning as the Germans (Axis)

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.

Battle Reports

(percentage of Allied victories):

31%

31
BR - Rzhev

Author:

Days of Wonder

Russian Breakout

Russian Breakout

The Russian Breakout of 1941, often referring to Soviet counteroffensives following the initial German advance during Operation Barbarossa, marked a desperate but determined attempt by the Red Army to halt the Wehrmacht’s momentum. After suffering massive losses and encirclements, Soviet forces launched breakout attacks—particularly around Kiev, Smolensk, and later Moscow—aimed at escaping German pockets and stabilizing the front.

General Howitzer summarizes it:
The Russians took one hell of a beating in ’41, but instead of folding, they came out swinging—fighting their way out of pockets around Kiev, Smolensk, and Moscow. It was messy, bloody, and half-mad, but it stalled the German steamroller just long enough for winter to slam the door. That breakout didn’t win the war—but it sure as hell kept them in it.

6 VP’s

Card Balance:

Russian – 4

Axis – 6

Complexity:

2

Conditions:

Countryside

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Barbarossa

Codename

Summary:


This scenario begins with both forces arrayed across the battlefield and ready to engage in warfare. If the Russian forces are able to break through to the other side, they can gain a VP for each unit that escapes the battlefield.

Objectives:

Battlefield:

Troops:

Allies – 10 Infantry, 2 Armor, 2 Artillery

Axis – 5 Infantry, 6 Armor, 3 Artillery

🔥 Winning as Allies

1.  As the Russian commander, you are hindered by needing pre-approval on almost everything from the Political Commissar. This will make your card management – responsiveness – much more difficult.  You will need to arrange your forces to maximize mobility, and preserve the multi-sectional and Tactics cards for when you are in a real emergency.

 2.  You are outnumbered in every section except the center, where although you have more units the enemy has more fire-power with three armored units to your one.  But the enemy artillery in the right flank is not protected by the woods, so is a bit weaker. If you have the cards for a breakout on the right, you should pursue it.

3.  Many of your infantry are exposed on the open countryside right in front of the enemy armor. If you can get some of them into the woods, to give you artillery and armor time to weaken the enemy, then your infantry can come out to play shortly thereafter.

4. However, if you get a great set of cards, like Infantry Assault, or center section Assault, you absolutely can overwhelm the armor by your sheer numbers.  If you can get right next to armor with infantry, you are rolling 3D’s, just like them.

🔥 Winning as Axis

1.  Big picture strategy for you is that you have overwhelming armored force, and you should use it before you get overwhelmed by the enemy infantry.

2.  You need to prevent the enemy from forcing their way through your lines to the exit row.

Scales-Axis-Weighted
19
BR - Russian Brkout

Author:

Days of Wonder

URL

Pruzana

Pruzana

The Battle of Pruzana, part of the larger Eastern Front conflicts in World War II, took place in the area around Pruzana (now in Belarus) during Operation Barbarossa, the German invasion of the Soviet Union, in 1941. German forces, advancing rapidly through Soviet-held territory, encountered Soviet resistance in Pruzana as part of the initial Soviet defenses against the Axis invasion.

5 VP’s

Card Balance:

Allies – 3

Axis – 6

Complexity:

2

Conditions:

Countryside

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Operation Barbarossa

Codename

Summary:

Objectives:
Five VP’s; no Objective Medals.

Battlefield:
The principle feature of the Pruzana scenario are the two tree lines intersecting the battlefield in both a horizontal and a diagonal pattern, providing great cover for both sides.

Troops:
Russians – 7 Infantry, 3 Armor, including one T-34, 1 Artillery.
Axis – 6 Infantry, 6 Armor, 1 Artillery

🔥 Winning as Allies

 

1.  The Allies can win this one by staying behind their sandbags and resisting and attacking the the Axis forces as they get near.

2.  Make good use of your artillery to degrade the enemy forces as they approach.

3.  Possible Attack Vector:  If you get the cards and are able to bring your Armor around both sides of the center woods, you can sometimes catch the Axis in the center, and then pummel them with your Infantry in the woods, followed by your Armor.  It can create a real kill box in the center, with the right set of cards.

🔥 Winning as Axis

1.  As Axis, you need to be wary of the enemy artillery right in the center of the battlefield.  It will be able to strike much of the field of play. So if you get an early Barrage, or Air Power, take it out as soon as you can.

2.  The big picture strategy is that until the enemy artillery is taken out, your best attack strategy is to move up each flank away from its full power attacks, at the same time as you use your armor to take out the infantry in the woods.

3.  You can use your armor to do long distance degrading of the enemy forces, until they are at a point where your infantry can make an assault across the open fields.

4.  Use your artillery on the right flank at every opportunity.

25
BR - Pruzana

Author:

Days of Wonder

URL

Ponyri (Kursk)

Ponyri (Kursk)

scenario_Ponyri_start

The Battle of Ponyri took place in Ponyri, a small town in the Kursk Oblast of Russia, during World War II. It occurred in July 1943 as part of the larger Battle of Kursk, one of the biggest tank battles in history.

General Howitzer summarizes:

Ponyri was a slugfest in the mud and blood of Kursk—like a Stalingrad on a smaller scale. The Germans threw their Panzers and infantry at that rail junction with everything they had, trying to break through to Kursk, and the Soviets met them with steel, fire, and sheer grit. House to house, trench to trench, they held the line. The enemy never got past it—and Ponyri became the anvil that broke the German spear.

7 VP’s

Card Balance:

Russian – 4

Axis – 6

Complexity:

3

Conditions:

Countryside

Location:

Russia

Year:

1943

Theater:

Eastern Front

Campaign:

Battle of Kursk

Codename:

part of Operation Citadel

Summary:

Objectives:  7 VP’s.

The key to winning Ponyri is controlling the town. It is worth two VP’s. Whichever side controls the town will cause the opponent to waste a lot of troops trying to gain control.

Terrain:

Countryside with forest and hills on one side, mines on the other, and the five-hex town of Ponyri in the center.

Troops:

Allies – 9 Infantry, 4 Armor, 3 Artillery

Axis – 8 Infantry, 7 Armor

medal allies

🔥 Winning as Allies

1. The town of Ponyri is worth two VP’s. You begin with control of it, but since it has 5 hexes, you should take control of the central hex of Ponyri so that you have majority control. This will force the enemy to waste a lot of forces throwing themself against this well-defended town.

2. The Allied role in this scenario is primarily defensive. Use your sandbags and be slow to leave them. But if the enemy begins pummeling your armor on the left flank, you may need to consider a more aggresive approach, if your cards allow it.

3. You have three artillery. Take the time to move them forward one row early in the battle while you still have time, so that they can improve their hit rate against the enemy.

medal axis

🔥 Winning as Axis

1.  Because the town of Ponyri is worth two VP’s! , you should attempt to get your infantry into it pretty quickly, before the enemy occupies all town hexes.  But only take it, if you can keep them there, as they will be surrounded by the enemy on all sides.

2. On your left flank, use the forest and hills to advance your infantry under cover. If you try to make a direct assault in the open countryside, they will get decimated.

3. On your right flank, you have an armor superiority, so you can place yourself behind the mines and continuously degrade the enemy’s strength. But be aware of the artillery on the right. If the Allies move it one row forward, your armor directly behind the row of mines will be subject to 2D rolls against your forces.

4.  When the enemy is sufficiently degraded, you may consider breaching the mines. (Expect some hits, but if you use your elite forces that begin with 4 armor figures, you should have a sufficient survival rate to continue the attack.) If you find the opening, you can push through for direct assaults against the enemy armor.

Battle Reports:

( percentage of Allied Victories):

54%

24
BR - Ponyri

Author:

Days of Wonder

Link:

Soviet_troops_and_T-34_tanks_counterattacking_Kursk_Voronezh_Front_July_1943

Battle of Kursk
(Copyright: www.mil.ru)

Pointe-du-Hoc

Pointe-du-Hoc

scenario_PointeHoc_start_Allies

The Battle of Pointe du Hoc was a critical part of the D-Day invasion on June 6, 1944. Pointe du Hoc, a steep cliff overlooking the English Channel between Utah and Omaha beaches, was targeted because it housed a German gun battery capable of threatening the Allied landings.

U.S. Army Rangers were tasked with scaling the 100-foot cliffs to neutralize the German artillery positions believed to be in bunkers at the top.  About 225 Rangers from the 2nd and 5th Ranger Battalions led by Lieutenant Colonel James Rudder.  Using ropes, ladders, and grappling hooks under intense German fire, the Rangers climbed the cliffs while under heavy fire.  The Rangers discovered the artillery guns had been moved inland. They located and destroyed the guns using thermite grenades. The Rangers suffered heavy losses—fewer than half were still capable of fighting after the battle.

General Howitzer sums up its importance:

Listen up, men—Pointe du Hoc wasn’t just another hill; it was the lynchpin in the whole damned invasion. Our boys scaled those cliffs under fire, ripped out the German artillery, and made damn sure nothing could rain hell on Utah and Omaha. It was guts, grit, and glory—one of the boldest strikes of D-Day, and it damn well helped crack open Fortress Europe.

~ General Howitzer

4 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

2

Conditions:

Beach

Location:

Normandy

Year:

1944

Theater:

Western Front

Campaign:

Invasion of Normandy

Codename:

Part of Operation Overlord

Briefing:

This scenario is a tough one for the Germans, as the Allies have a 69% success rate.

Objectives:

Because this is a 4 VP scenario, every single hit matters, so both Axis and Allies need to carefully target and concentrate their fire.

Battlefield:

This scenario has a ridge running across the entire battlefield. It is a two-hex move to climb the hill, so it is a challenge for the Allies to mount it. But once they do, it is a short trip to the forest in the corner containing additional victory points. 

Troops:

Allies – 9 Infantry

Axis – 5 Infantry, 1 Artillery

🔥 Winning as Allies

1. Like all beach scenarios, the goal is to get off the beach as quickly as possible. But the ridge running across the beach, does allow Allies to assemble their forces just behind the ridge, massing together, until they are ready to climb the ridge together and attack.

2. Watch out for the infantry hex on the Pointe, and for the artillery on your right flank. You will need to shift your forces to the left as quickly as possible, or the enemy could gain one VP before you even get out of the water. You can move your infantry in a straight lateral move while still in the water, to get away from the Pointe.

3. The best pathway to the VP’s in the forest on your right flank, is to overwhelm the enemy on the left flank, and work your way all the way across the middle section into the forest. Once you make your way off the beach on the left flank, you can take a bit of time to assemble all of your forces, and gather the cards you need for your center section attack.  This will keep you out of the Artillery range.

Memoir 44 scenario Pointe de Hoc

🔥 Winning as Axis

1. Take advantage of the ridge facing the shore. If you have the infantry movement cards, get to the ridge and batter the troops as they approach. If you just sit in your bunkers or sandbags, and wait for them to mass and attack, you will be overwhelmed.

2. First moves are to attack with your infantry from on the point, and your artillery while Allies are still in the water. This will force them up the coast away from your artillery, and most importantly, away from the victory points in the woods.

3. Use your artillery well to slow down, harass, and destroy the troops while they are still on the beach.

4. Once the Allies make it up onto the ridge, if you can restore your remaining forces back into your bunkers, it may give you enough time to degrade the enemy forces enough to prevent their achievement of the VP’s in the forest on your left flank.

Battle Reports

(percentage of Allied victories):

69%

Scales-Allies-Weighted
34
BR - Pointe

Author:

Days of Wonder

Link:

 

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

🔥 Winning as Allies:

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.

2. The other attack option is to encircle the enemy by going around the lake with your excess Infantry forces. The Allies have more Infantry than can effectively attack in the narrow range between the river and the lake.  So you can send some around the lake on a long-range mission to attack the enemy from the other side as well.

Memoir 44 Pegasus Bridge Scenario

🔥 Winning as Axis:

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%

Scales-Allies-Weighted
32
BR - Pegasus

Author:

Days of Wonder

Link