Pushing Through Caen

Pushing Through Caen

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The battle for Caen, often referred to as “Pushing Through Caen,” was a key engagement during the Allied invasion of Normandy in World War II, taking place between June and August 1944. The city of Caen was a strategic objective for the Allies due to its road networks and its importance to German defenses in the region.

Initially targeted to be captured on D-Day (June 6, 1944) by British and Canadian forces, heavy German resistance, including elite Panzer divisions, delayed the city’s capture. The fighting around Caen involved multiple operations, such as Operation Perch, Epsom, Charnwood, and Goodwood, which aimed to break through German defenses and secure the city.

General Howitzer’s summary:

Caen turned into a meat grinder—street-by-street brawls and bombing runs leveled the place, but the Allies hammered through and took the city by mid-July. That win locked down our eastern flank, shoved the Germans back, and opened the gates for the breakout at Normandy. One more step on the road to crushing them for good.

5 VP’s

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Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Countryside

Codename:

Operation Atlantic

Context:

Historical

Location:

France

Date:

June 18-21, 1944

Theater:

Western Front

Campaign:

Normandy Campaign

Summary:

Objectives:

5 VP’s, plus Verrieres Ridge for the Allies

Terrain:

The battlefield is scattered with hills, towns, hedgerows, and forests.

Troops:

Allies – 10 Infantry, 3 Armor

Axis – 9 Infantry, 1 Armor, 1 Artillery

 

medal allies

Allied Strategy:

1. Get your forces across the Orne River as quickly as possible.  Behind the river, you are sitting ducks; across the river, you will have battlefield movement.

medal axis

Axis Strategy:

1. You need to get your armor and artillery into the fight as quickly as possible, while the Allies are still on the other side of the Orne River.  Your artillery will need to be moved one hex row forward so that you can breach the river with your shells.  Your armor needs to move forward to attack the enemy armor while it is still behind the river.

20
BR - Pushing Caen

Classic DoW Battle Reports:  Allies win 36% of the time

Author:

Campaign Book, Vol. 1

Link:

Night Withdrawal

Night Withdrawal

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“Listen up, boys! In the summer of ‘44, near Caen, the Germans knew the writing was on the wall. The British and Canadians were hammering them day and night with everything they had—artillery, tanks, and raw guts—as part of Operations Atlantic and Goodwood.

So what did those Germans do? They pulled a night withdrawal, slipping out under the cover of darkness to dodge the hammer blows and set up shop further south. It was a smart move to avoid being boxed in and crushed outright, but let’s be clear: they gave up precious ground and lost their grip on Caen.

That’s the way of war, boys—sometimes you gotta know when to pull back before the jaws of encirclement snap shut. But every step back they took was another step forward for us—paving the road for our breakout from Normandy and the final drive to finish the job.

Remember this—you can run, but you can’t hide forever!

~~ General Howitzer

5 VP’s

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Card Balance:

Allies – 4

Axis – 5

Complexity:

2

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Campaign

Summary:

Objectives:

5 VP’s, plus the a exit row medals for the Axis(!) forces.

Terrain:

The battlefield is scattered with hills, towns, hedgerows, and forests.

Troops:

Allies – 9 Infantry, 3 Armor, 1 Artillery

Axis – 9 Infantry, 1 Armor

 

medal allies

Allied Strategy:

1.  The goal for the Allies is to pick off the Axis forces as they seek to escape across the Orne River.  If you can get one of your armor units in front of the bridge, you are almost guaranteed a victory. 

medal axis

Axis Strategy:

1. The goal for the Axis is to make a successful ‘Night Withdrawal’.  But the scenarios starts in daylight, while the Allies are able to blast you with Barrage, Air Power, and Artillery Bombardment.  So escape out the backdoor as soon as you are able to do so.

2.  Be wary of just running, as your forces will be picked off by the overwhelming Allied force before you can get away. So you need to do a strategic retreat in which some of your forces which are better positioned to either win, or quickly escape, can do so.

14
BR - Night Withdrawal

Author:

Days of Wonder

Link:

Valkenburg Airfield

Valkenburg Airfield

The Battle for Valkenburg Airfield (May 10–14, 1940) occurred during the German invasion of the Netherlands at the start of World War II. The airfield, located near Valkenburg in South Holland, was a key target for German forces as part of their broader plan to quickly secure control over the Netherlands.

German paratroopers and airborne troops launched a surprise attack, landing at and around the airfield. However, the airfield was incomplete and unsuitable for heavy aircraft, causing damage to many German planes upon landing. Despite this, the German troops initially managed to capture the airfield and establish a foothold.

Dutch forces launched determined counterattacks to retake the airfield, engaging in fierce fighting. The incomplete state of the airfield and the strong Dutch resistance, including effective use of artillery, hindered the Germans’ ability to reinforce their position. After several days of intense combat, Dutch forces were unable to fully regain control, but the German position at Valkenburg became irrelevant as the broader campaign concluded with the Dutch surrender on May 15, 1940.

The battle demonstrated both the challenges of airborne operations and the resilience of the Dutch defenders during the German blitzkrieg.

6 VP’s

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Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

Netherlands

Year:

1940

Theater:

Western Front

Campaign:

Summary:

Objectives:

6 VP’s

Terrain:

Troops:

Allies – 

Axis – 

 

medal allies

Allied Strategy:

medal axis

Axis Strategy:

0
BR - Valkenburg Airfield

Author:

jdrommel 

Link: View Here

Martinville Ridge

Martinville Ridge

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“Listen here, men! The Battle of Martinville Ridge was a mean slugfest in July ‘44, right in the thick of the Normandy bocage. That damn hedgerow country turned every field into a fortress, and every ridge was a death trap. Our boys from the 35th Infantry Division went up that ridge with grit and guts, trying to crack those Nazi defenses wide open.

The Germans had the high ground and those thick hedgerows, making every inch of dirt a hellhole to fight for. We took the ridge at first—bayonets and grenades leading the way—but those Germans counterattacked like devils, forcing us to pull back and regroup. But I’ll tell you what: every drop of sweat and blood we left on that ridge kept the enemy tied up and bleeding too.

We didn’t take Martinville Ridge outright, but we sure as hell rattled the Germans’ cages and cleared the way for our breakout later in Cobra. That’s the price of victory, boys—no easy ground, no easy days. Keep pushing, keep killing, and never give ‘em an inch!

~~ General Howitzer

5 VP’s

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Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Campaign

Summary:

Objectives:

5 VP’s, plus territorial objectives for each side.

Allies can target St. Lo and the ridge by Martinville. Axis targets Hill 122. 

Terrain:

The battlefield is scattered with hills, towns, hedgerows, and forests.

Troops:

Allies – 10 Infantry, 4 Armor

Axis – 7 Infantry, 2 Armor, 1 Artillery

 

medal allies

Allied Strategy:

1.  Your forces are scattered and in disarray. You need to coordinate them into a cohesive attack force.

2.  Be aware that the enemy will quickly mass their forces for an attack against your forward infantry unit at d8.  If you can move your left flank Armor up to support it, you may be able to hold the position for a while and inflict some damage on the Axis.

3.  Beware the enemy Artillery in the corner of your right flank. Although he is locked in there, he can still roll powerful attacks on that flank.  Stay away and nullify any firepower from there.

4.  Your strategy should include plans for a continual push up the center in order to bring pressure to bear upon the two Medal Objectives on the hill and in the city of St. Lo.

5.  One attack plan you can pursue is on the left flank. You only need five medals to win, and there are three enemy units up in the corner.  If you get a good set of attack cards, such as Infantry Assault you can quickly surround them and take them out.

medal axis

Axis Strategy:

1.  Your forces are outnumbered, so you will need to get your armor out of the town into attack positions.  You also need to move your infantry from the corner on your right flank and into a more centralized position.  An early win for you can be the forward Allied Infantry unit at d8.

2.  You have two Territorial Medals to protect.  Be aware of the mobility range of their Armor should they push up the center. If you move your units off of those hexes, be certain the enemy cannot sneak in at the end and grab a final medal.

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BR - Martinville Ridge

Author:

Days of Wonder

Link:

Panzer Lehr Counter Attacks

Panzer Lehr Counter-Attacks

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The Panzer Lehr Counterattacks occurred in July 1944 during the Normandy Campaign in World War II. The Panzer Lehr Division, an elite German armored unit, launched a series of counterattacks against advancing Allied forces, particularly around the town of Saint-Lô, in an effort to halt the Allies’ breakout from the beachheads.

Despite their reputation and heavy concentration of tanks and mechanized units, Panzer Lehr faced overwhelming Allied firepower, including massive air support from Allied fighter-bombers and extensive artillery barrages. The division suffered heavy losses in tanks, vehicles, and personnel.

The counterattacks failed to stop the Allied advance, and the division was effectively shattered as a fighting force during the subsequent Operation Cobra, the major Allied offensive that broke through German defenses and led to the encirclement of German forces in the Falaise Pocket. The failure of the Panzer Lehr counterattacks marked another step in the gradual collapse of German resistance in Normandy.

5 VP’s

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Card Balance:

Allies – 6

Axis – 5

Complexity:

2

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Campaign

Summary:

Objectives:

5 VP’s, plus the a exit row medals for the Axis

Terrain:

The battlefield is scattered with hills, towns, hedgerows, and forests.

Troops:

Allies – 8 Infantry, 4 Armor, 1 Artillery

Axis – 8 Infantry, 2 Armor

 

medal allies

Allied Strategy:

1.  You have an Armor superiority, but only if you get your armor that are stuck in the right corner, out into the action. It will take two turns to get them out and mobile.

2.  You have an Artillery in the center, protect it, and use it.

medal axis

Axis Strategy:

1.  Big Picture strategy is that your forces begin in disarray.  You need to consolidate your forces, and coordinate your efforts.  The Allies begin with control of two-thirds of the battlefield. They are protected by hedgerows, towns, and hills.  You will need to develop a strategy to attack those units one by one with concentrated firepower until each one is eliminated.

2.  Because there are a row of exit hexes which can provide additional medals for you,  you should continue a relentless push deep into the enemy territory.  If you can bring in your flank forces toward the center, it will make your forces unstoppable.

11
BR - Panzer Lehr

Author:

Days of Wonder

Link:

Guadalcanal [ Overlord ]

Guadalcanal

Guadalcanal. August ’42 to February ’43. The place where the tide started to turn in the Pacific—and where the United States Marine Corps showed the world exactly what American grit looks like.

The Japanese thought they were building themselves a nice little airfield to dominate the Solomon Islands and choke off our lifeline to Australia. Big mistake. We hit that island hard, landed the U.S. Marines, and made damn sure that airstrip—Henderson Field—was going to fly our planes, not theirs.

It wasn’t a cakewalk. It was jungle rot, mud, bugs, no sleep, and short supplies. The enemy threw everything they had at us—infantry assaults, air raids, naval bombardments. But we held. We bled. And we broke them.

By the time it was over, the Japanese were down thousands of men, ships, and planes. They’d lost their shot at controlling the Pacific, and we took the initiative. From then on, it was our war to win, and we were going to take it island by island, all the way to Tokyo.

Guadalcanal wasn’t just a battle—it was a message: The United States doesn’t back down. We plant our flag, we dig in, and we don’t leave until the job’s done.

~~ General Howitzer

13 VP’s

card

Card Balance:

Allies – 9

Axis – 7

Complexity:

5

Conditions:

Jungle

Context:

Historical

Location:

Solomon Islands

Year:

1943

Theater:

Pacific

Campaign:

Guadalcanal Campaign

Summary:

This is an Overlord game, so make use of the Jungle Command cards, two per side.

Objectives:

13 Medals including Territorial Control, and Exit Row medals and a sudden death hex all for the Japanese.

Terrain:

Jungle terrain with a 21-hex hill in the center which is a majority-control objective for one medal. 

Troops:

Allies – 21 Marine Infantry, 3 Artillery

Axis – 24 Japanese Infantry, 3 Artillery

Special Rules:

1. Majority  Temporary Territorial Control  – whomever controls most of the 21-hill hexes gains 1 Medal

2.  Exit Row Medals – to any Japanese forces that exit

3.  Sudden Death Hex – to any Japanese forces that maintain control of the hex at the start of their next turn, total win for the Japanese

 

medal allies 

Allied Strategy:

1. Big Picture Plan when defending against the Japanese onslaught, is to reduce every full-power unit by at least one hit in order to cancel our their Seishin Kyoiku Doctrine. 

2.  Because of the special Rules, it is imperative that the Marines defende the center section, and prevent the Japanese forces from overwhelming the hill, to gain that point; or exiting out the back, to get those points, or most importantly, never let them gain access to the sudden death hex. 

medal axis

Axis Strategy

1.  Big Picture Strategy for Axis; while the flanks provide an excellent attack possibility, if you have the cards, they should always be considered secondary to your primary objective of overwhelming the 21-hex hill and gaining all the extra win points associated with it, and the exit hexes, and the sudden death hex.

2.  When given the opportunity on your flanks, move your forces towards the central section to continue to put pressure on the enemy and eventually overrun his position.

1
BR - Guadalcanal

Author:

Days of Wonder

Link: