[Ukraine] Soviet raid on Grigorevka

Soviet Raid on Grigorevka

Soviet Raid

September 1941—Odessa’s under siege, and the Soviets are getting hammered by Romanian artillery. So what do they do? They go on the offensive—hard.

Captain Koren takes the lead at sea with the 3rd Naval Infantry Regiment, nearly 2,000 marines, while a small team of 23 paratroopers drops inland. The plan? Hit ’em from the front and the rear—paralyze their command, cut their lines, and blow those damned guns to hell.

Night of September 21st, the paratroopers jump near Hill 57.3—not clean, not pretty, but they get the job done. Took out a whole Romanian regimental HQ—with two dozen men. Meanwhile, Koren’s marines land at Grigorevka under a curtain of naval fire from the destroyers Bojkij and Bezuprechnyj, and they take those artillery batteries by storm.

By sunrise, they’re linking up with the 421st Rifle Division, and the Romanians? They’re pulling back—the 13th and 15th Divisions, thrown into reverse. That’s pressure off Odessa, and a big black eye for the Axis.

This wasn’t some massive Soviet steamroller. This was initiative, coordination, and guts. A rare joint strike—air, land, and sea—and it worked. Captain Koren didn’t wait to be hit—he hit first.

That’s how you win a war. Not by sitting in the trenches—but by getting out, striking hard, and making the enemy bleed where they thought they were safe.

~~ General Howitzer

12 VP’s

Card Balance:

Allies – 5

Axis – 4

Complexity:

4.5

Conditions:

Countryside

countryside

Context:

Historical

Location:

Ukraine

Year:

1941

Theater:

Eastern

Campaign:

Codename:

Summary:

Objectives:

12 VP’s, plus Objective Medals for Allies for the Romanian HQ, and each Artillery battery destroyed.

Battlefield:

Countrsyide  and beach in a deep breakthrough battlemap

Troops:

Allies (Soviet Union) – 14 Infantry, 2 Destroyers!

Axis (Romania ) – 10 Infantry, 3 Artillery

 

Allied Strategy:

1. Soviets, as Allies, do a six unit paradrop.  Drop them where you have the best set of cards to assist your attack.

Also, note that the paratroopers will not battle the first turn they are dropped, so they have to endure one round of enemy fire before they can attack.

2.  The Axis outnumber you on your right flank at the start of the game, and the three forward units are in strong defensive positions, which suggests attacking elsewhere.

3.  The Allies have two Destroyers at the start of the game.  Two factors affecting their performance are visibility and location.

Visibility:  Because of the night visibility rules, the Axis units may have time to move out of range of the ship guns before daylight arrives.

Location: This concerns the ability to get the Destroyers onto the border line so they have more flexibility on which section cards can activate them.

Once daylight arrives the Destroyers have a range of eight hexes, so their maximum firing range is row ten.  Of course, that is their maximum range, but their effective firing range (of 2D attacks), is actually row six.  

Axis Strategy

1.  Your first defensive objective is to respond to wherever the Allied paratroopers happen to land.  Respond immediately with available Infantry and Artillery to address the threat.

2.  Bring your reserve units into play as soon as you can by moving the rear units forward on the map.

3.  Because each Artillery unit is worth two! Medals, you will need to protect them in some way.  Either move them back from the Destroyers’ range, or protect them from Infantry attacks by bring your own Infantry into play.

Battle Reports

2
BR - Soviet Raid

Author:

Days of Wonder

Closing the Gap

Closing the Gap

The Battle of Closing the Gap near Falaise from August 19–22, 1944, marked the final phase of the Falaise Pocket, where British, Canadian, Polish, and American forces worked to encircle and destroy retreating German units in Normandy.

Fighting was intense as the Allies tightened the noose, with the Polish 1st Armored Division holding key high ground at Mont Ormel against desperate German breakout attempts. Despite some Germans escaping, the Allies captured or killed tens of thousands, crushing what remained of German Army Group B in the West.

Closing that pocket slammed the door on the German army in Normandy—choked ’em off, chewed ’em up, and cleared the road straight to Paris. From there, it was full speed ahead into the heart of France.

~~ General Howitzer

6 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

The Battle of Normandy

Codename:

Operation Tractable

Summary:

Objectives:

6 VP’s, plus Territorial Objective Medals for Allies, and Exit Objectives for Axis

Battlefield:

Countryside with a road and the Dives River cutting off the Axis forces from their objective.

Troops:

Allies – 8 Infantry, 3 Armor

Axis  – 10 Infantry, 2 Armor

 

Overall Strategy

This game is interesting because each side is given the opportunity to bring in two Armor units into the battle, right into the heart of the enemy territory.  And so within the first couple of turns it is a crazy mixed-up battle with enemy forces attacking from multiple directions. You must learn to engage in a two-front war.

medal allies

Allied Strategy:

1.

medal axis

Axis Strategy

1.  On your right flank, you are evenly matched with the Allied forces with four Infantry units each. Due to their congested starting postion, there is an opportunity to move in and claim control of the town of Moisy and prevent the Allies from getting objective medal without a bitter fight.  Then from there, it is a short 3 hex run to exit through the Exit hex and gain a medal.

Battle Reports

17
BR - Closing the Gap

Author:

Days of Wonder

Operation Market Garden (Overlord)

Operation Market Garden (Overlord Map)

Operation Market Garden, fought in September 1944, was a major Allied offensive during World War II aimed at ending the war quickly by capturing key bridges in the Netherlands and entering Germany’s industrial heartland.

The operation combined a massive airborne assault (Market) by British, American and Polish paratroopers with a ground advance (Garden) by British XXX Corps. The goal was to seize bridges over several rivers, including the Rhine at Arnhem, to create a direct route into Germany.

While initial objectives were captured, the operation stalled at Arnhem, where British paratroopers faced fierce German resistance and were eventually overwhelmed after days of heavy fighting. The final bridge remained in German hands, and the ground forces failed to link up in time.

Operation Market Garden was a costly Allied failure, with heavy casualties, especially among the British 1st Airborne Division. It did not shorten the war as hoped and marked one of the last major German defensive victories in the West.

13 VP’s

Card Balance:

Allies – 13 (!)

Axis – 3 (!)

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

Netherlands

Year:

1944

Theater:

Western

Campaign:

Codename:

Operation Market Garden

Summary:

Objectives:

13 VP’s with Temporary Majority Medal Objectives for whomever holds the majority of the 13 town hexes; plus Turn Start Temporary Uncontested Medal Objectives for the three key bridges.

Battlefield:

Countryside with many roads, towns, rivers, and forests

Troops:

Allies  – 20 Infantry, 8 Armor, 1 Artillery

Axis  – 17 Infanty, 7 Armor, 1 Artillery

 

Allied Strategy:

1.  

Axis Strategy

1.  

Battle Reports

0
BR - Op. Market Garden

Author:

Days of Wonder

Link:

Saint-Martin and Bull Bridge

Saint-Martin and Bull Bridge

Bull Bridge
  • After the Allied breakout from Normandy (Operation Cobra, late July 1944), U.S. forces rapidly advanced across northern France. As they pursued retreating German forces, small but fierce battles flared up at key defensive points.

  • Battle Overview:
    In early August 1944, elements of the U.S. Army (likely from Patton’s Third Army) encountered stiff German resistance at St. Martin and the nearby Bull Bridge, vital crossings over local waterways.
    The Germans, using hastily organized rear-guard units, attempted to delay the American advance by holding these positions. Fighting involved close-quarters combat, sniper fire, artillery strikes, and quick assaults to seize the bridge intact before the Germans could demolish it.

  • Outcome:
    U.S. forces ultimately captured St. Martin and secured Bull Bridge, helping to maintain the momentum of the Allied advance toward the Seine River.
    German forces were forced into further retreat, suffering losses in men and equipment.

  • Significance:
    Though a relatively small engagement compared to larger battles like Falaise, holding key river crossings like Bull Bridge was critical for sustaining the speed of the Allied liberation of France.

General Howitzer’s observation:
We took St. Martin and locked down Bull Bridge—small on the map, but damned vital. Every bridge we held kept our boys rolling toward the Seine and sent the Germans running with their tails between their legs, bleeding men and steel all the way.

5 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

Operation Cobra

Codename:

Summary:

Objectives:

5 VP’s, plus the temporary Allied Objectives of city of St. Martin and Bull Bridge

Battlefield:

Countryside with forests and hedgerows, and a small river in the corner with Bull Bridge crossing it.

Troops:

Allies – 8 Infantry, 4 Armor

Axis – 6 Infantry, 3 Armor, 2 Artillery

 

Allied Strategy:

1.  Big picture strategy is that you can put the pressure on the enemy by both attacking units, and pushing towards the Bull Bridge medal objective.  This is only a 5 medal game, so there is not a lot of time for deep strategy.  You mainly just have to get into good attacking positions, and take out the enemy.

Axis Strategy

1.  Big picture strategy is that you need to defend the town of St. Martin and the Bull Bridge.  Historically, the bridge was completely undefended, so you need to get some forces near there to protect it from enemy capture.  

2.  You have an Infantry Mortar unit.  With it you can ignore terrain restrictions and attack anything that comes near you with a range of 3,2,1,1.  Use it to defend the town of St. Martin.

Battle Reports

31
BR - St. Martin

Author:

Link:

Mount Pincon

Mount Pinçon

scenario_MtPincon

“Listen up! In July ‘44, our British allies climbed that Mount Pinçon, the highest ground in Normandy, and they weren’t going to let anything stop them.

That hill was a fortress—machine guns, mortars, and some of the toughest terrain you could imagine. The 43rd Wessex Infantry Division took it step by step, pushing through hedgerows and driving the enemy out of their defenses.

This wasn’t just about one hill—it was about the whole campaign. Taking Mount Pinçon meant commanding the area, opening the door to Falaise and Paris. That’s how you win a fight—you secure the high ground and keep the enemy on the move!

~~ General Howitzer

6 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Mediterranean

Campaign:

Normandy

Codename:

Operation Bluecoat

Summary:

Objectives:

6 VP’s, plus the Mount Pincon

Battlefield:

The terrain is covered with trees scattered across field, with the six hexes of Mount Pincon hugging one border.

Troops:

Allies – 8 Infantry, 4 Armor

Axis – 7 Infantry, 3 Armor

 

medal allies

Allied Strategy:

1.  Historically, the Allies are on the advance and won this battle. So in this scenario, the Allies have one extra armor, and one more Infantry than the Axis. Use your additional strength to push against the enemy forces and put them under extreme pressure.

2.  Watch the corridor on your right flank. The enemy has three armor in that section, and you need to get into the forest next to it to defend.  If they make it past that corridor, they will decimate your infantry forces in the rear.

medal axis

Axis Strategy

1. Historically, this is a defensive scenario for the Axis, which is why you begin with one territorial medal already secured, which you must defend.  But you can do great damage to the enemy on your left flank with your armor. 

2.  Be wary of moving your defensive Infantry in the center section, unless you have a tremendous set of attack cards. You must keep at least two units on the hilltop. If the enemy gets a Behind Enemy Lines card, they could destroy an infantry unit, and then lodge on the hill to get an additional medal, so be careful! 

22
BR - Mount Pincon

Author:

Days of Wonder

Link:

Drive on Caen

Drive on Caen

scenarios_DirveOnCaen_1

The “Drive on Caen” was a series of battles during the Normandy Campaign in World War II, aimed at capturing the city of Caen in France. This was a key objective for British and Canadian forces following the D-Day landings on June 6, 1944. The battle unfolded in multiple phases, including Operations Perch, Epsom, Charnwood, and Goodwood, as the Allies attempted to break through German defenses.

The city of Caen was heavily defended by the German 21st Panzer Division and SS Panzer units, leading to intense urban combat and bombardment. While the British and Canadian forces faced stiff resistance, they gradually secured portions of Caen by mid-July 1944. The battle played a crucial role in drawing German forces away from the U.S. sector, aiding the overall success of Operation Overlord.

“Listen up! The Drive on Caen wasn’t just one fight—it was a whole series of hammer blows aimed at the heart of the German line in Normandy. The British and Canadians were tasked with taking that key city after D-Day, and by God, they were going to get it.

It wasn’t easy—21st Panzer, SS Panzer, and every last German who could hold a rifle was dug in deep. It turned into a meat grinder—street fights, rubble, tanks trading shots at point-blank range. Operations Perch, Epsom, Charnwood, Goodwood—each one was another turn of the screw, breaking those Germans down piece by piece.

By mid-July, they finally cracked Caen open. It didn’t just put that city back on the map for the Allies—it kept Germany’s attention right there, which meant the Americans could make their big breakout in the west.

So remember, boys—it’s not always about speed; it’s about grinding down the enemy, one bloody inch at a time, until they crack! That’s how you win a campaign!

~~ General Howitzer

5 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Battle of Normandy Campaign

Codename:

Operation Charnwood

Summary:

Objectives:

5 VP’s, plus the objective medals

Battlefield:

Countryside with a few forests

Troops:

Allies – 8 Infantry, 4 Armor, Artillery

Axis – 7 Infantry, 2 Armor, 1 Artillery

 

medal allies

Allied Strategy:

1.  Big picture strategy for Allies is to make a relentless push towads the town of Caen, which has medal objectives, as you also attack the enemy.

2.  Be aware that on your left flank, are Anti-tank equipped Infantry forces.  And on your right flank, the enemy has an Artillery.  This means, the center section may actually be your best way forward.

medal axis

Axis Strategy:

1.  Big picture strategy for the Axis is that this is primarily a defensive scenario for the Axis as they attempt to prevent the historical push of the Allies toward the city of Caen.

2.  The Allies have you outnumbered with armor, but if you put your two Anti-Tank Infantry to good use, you may be able to even the score.  

19
BR - Drive on Caen

Author:

Days of Wonder

Link: