Reichswald – The Siegried Line

Reichswald - The Siegried Line

Reichswald-TheSiegriedLine_small

February 9th, 1945. The Reichswald—five miles of hell standing between us and the Ruhr, the industrial heart of Hitler’s war machine. You want to break Germany? You punch through there.

We stacked the odds—brought in the numbers, massed near Groesbeek, and started pushing toward Kleve. The Krauts had about 11,000 defenders, and hell, some of ’em were barely fit to fight—one unit full of men with stomach problems, another made up of deaf troops. Sounds easy, right?

Wrong.

Because they were dug into the Siegfried Line—pillboxes, dragon’s teeth, minefields—you name it. They’d flooded the land to the north and south, squeezing us into a freezing, muddy kill zone. And just when you think it couldn’t get worse? The sky opens up with six days of cold, soaking rain. Floods everywhere. Roads turned to soup. Trucks bogged down. Men freezing.

But don’t forget this: they still had paratroopers in reserve. Hardened, mean, disciplined bastards with nothing to lose.

That was the hand we were dealt. The map was a mess, the weather was hell, and the Germans were desperate—but we were coming anyway.

You are in command now. The question ain’t whether it’s hard—the question is: do you have the guts to drive through it and break their damn line?**

Because history doesn’t wait. You either make it—or get buried under it.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

Netherlands

Year:

1945

Theater:

Western

Campaign:

Codename:

Summary:

Objectives:

6 VP’s, plus two city temporary Objective Medals

Battlefield:

Countrsyide with marsh on one side, a road running through much of it, and numerous ‘dragon’s teeth’ roadblocks which can only be removed by use of the Allied Dozer tanks. 

Troops:

Allies – 10 Infantry, 3 Armor

Axis – 9 Infantry, 1 Armor

 

Allied Strategy:

1. 

Axis Strategy

1. 

Battle Reports

0
BR - Reichswald

Author:

Originally played in the Dutch Open, 2022; and in The Finest Hour Open, Chicago 2025.

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Poterie Ridge

Poterie Ridge

BTH Scenario Map

July 4th, 1944—while folks back home were waving flags and lighting fireworks, the boys of the 82nd Airborne were earning every damn star on that flag with blood and grit in the fields of Normandy.

The 325th Glider Infantry and 508th Parachute Infantry, fresh off taking Hill 131, were ordered to grab La Poterie Ridge and Hill 95—the last line before Mont Castre, the Germans’ last high ground in that sector. The order came, and they didn’t hesitate. On Independence Day, they moved—through the open, under artillery cover.

But then the guns stopped. Too soon. Our boys were still in the open. The Krauts opened up with machine guns and mortars, and all hell broke loose. Those fields became a slaughterhouse—but those troopers kept pushing, kept fighting, and by nightfall, they took that ridge.

They paid for every inch of it with guts and lives. That was the last fight the 82nd Airborne saw in Normandy. By July 11, they were pulled back, replaced by the 8th Infantry, and sent back to England to get ready for the next jump.

You’re in command now. The lines are drawn. The men are ready. What comes next? That’s up to you. Just remember: fortune favors the bold—and so do the history books.

~~ General Howitzer

7 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

The Invasion of Normandy

Codename:

Summary:

Objectives:

7 VP’s, plus two temporary medals for the Allies

Battlefield:

The battlefield is covered with many forest and hedgerow hexes.

Troops:

Allies – 10 Infantry, 1 Artillery

Axis – 9 Infantry, equipped with machine guns and mortars

 

Allied Strategy:

1. 

Axis Strategy

1. 

Battle Reports

0
BR - Porterie Ridge

Author:

Originally played at Chattanooga Open, 2023; and The Finest Hour Open, Chicago 2025.

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Battle of Westerplatte

Battle of Westerplatte

Battle of the Westerplatte_small

September 1st, 1939—0448 hours. That was the shot that lit the damn fuse on World War II.

The Germans kicked things off by bringing in the battleship Schleswig-Holstein, sitting nice and cozy in Danzig harbor, and then—boom—she opened up with a full broadside on the Polish outpost at Westerplatte. They thought they’d scare the Poles into folding before breakfast.

Then came the assault: crack German marines, three platoons strong, storming across the land bridge, expecting a little parade through the depot. They even blew open the rail gate like it was just another drill. They thought they were walking into a skirmish.

Wrong.

They walked straight into a kill zone. The Poles were locked, loaded, and waiting—concealed firing positions, crossfire, barbed wire, the whole damn package. And those German troops? They didn’t find a pushover—they found hell on Earth.

The plan was for the Poles to hold for twelve hours. Instead, they held that godforsaken strip of land for seven damn days—against artillery, naval fire, and relentless infantry assaults. They bled, they fought, and they showed the world what grit looks like under fire.

Westerplatte didn’t stop the war. But it told the Nazis one thing loud and clear: this wasn’t going to be easy. It became a symbol—of resistance, of courage, and of never giving an inch when everything’s on the line.

The lines were drawn, the fuse was lit, and history roared to life in a blaze of fire and steel.

Now the only question left is—when it’s your turn to hold the line… will you stand, or will you fold?

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

Poland

Year:

September 1, 1939

Theater:

Western

Campaign:

The Invasion of Poland

Codename:

Fall Weiss / Case White

Summary:

Objectives:

6 VP’s, plus one Permanent Medal Objective for each side (The Destroyer and the Supply Shed.)

Battlefield:

Contains countryside with a road, a railway, and a river.

Troops:

Allies – 10 Infantry (3 figures each), 2 Artillery 

Axis – 10 Infantry, 1 Artillery, 1 Destroyer!

 

Allied Strategy:

1.  Because of the surprise nature of the attack, all of the Polish Allied Infantry only have three figures each.  They are therefore very quickly overrun by the German forces.  Gain the hits you can, and protect the Supply Shed!

Axis Strategy

1.  You have a Destroyer at your disposal, with massive range. Use it every chance you get. 

Battle Reports

1
BR - Westerplatte

Author:

Originally developed for the Belgium Open, 2017; Also used by The Finest Hour Open, Chicago, 2025.

Link:

View

Bain Tsagan Heights

Bain Tsagan Heights

BTH_map_breakthrough_overhead

“Listen up, boys! In early July ‘39, over in the dusty wilderness of Mongolia, the Japanese thought they’d pull a fast one at the Bain Tsagan Heights—cross the river, flank the Soviets, and wrap the whole show up in a bow. But Zhukov wasn’t about to let those plans play out!

Zhukov hit back hard and fast, bringing in tanks, artillery, and infantry to pound those Japanese troops into the dirt. They fought like hell on those heights—bayonets flashing, guns roaring, tanks rolling—and the Soviets broke that flanking move right in half.

This wasn’t just a local scrap, boys—it was a turning point. That Soviet victory at Bain Tsagan sent a clear message: you mess with the Red Army, you pay in blood. It helped push Japan to shift its focus away from Siberia and toward the Pacific, changing the whole game for the coming war.

So remember this—when you see the enemy making a move, you don’t wait—you smash him before he knows what hit him! That’s the way to win!

~~ General Howitzer

10 VP’s

Card Balance:

Allies – 7

Axis – 5

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

Siberia

Year:

1939

Theater:

Eastern

Campaign:

Khalkin Gol

Codename:

Summary:

Objectives:

10 VP’s, including four! objective medals; ( two ridges and a 2-medal bridge)

Battlefield:

Countryside with a river cutting through the Allies left flank, and long road cutting at an angle through the terrain directly to the two-medal bridge.

Troops:

Allies (Russia) – 12 Infantry, 9 Armor, including two Armored Cars, plus two Supply Trucks, 1 Big Gun!

Axis (Japan) – 12 Infantry, 7 Armor, including 3 Tankettes, 2 Armored Cars, 1 Artillery.

 

Allied Strategy:

1.  Big Picture: Allies are initially on the defense, due to the attack by the Japanese.  But they have enormous armor resources at their disposal on their left flank to bring to bear upon the battle in both the left flank and the center section.  And historically, this is what General Zukhov did.  In fact a pivot by the Allied Armor on the left flank over the ridgeline at river will allow them to reign down terror upon the Japanese forces assaulting the Remisova Hill.

2.  Your puny Armor and Infantry forces in the right flank are pretty useless, as they need to cross the river before they can engage the enemy.  But if they can at least move forward one hex, so that they do not get pinned against the backwall, that will be sufficient.

3.  Guard the bridge crossing the river. It is worth two medals.

4.  You have a Big Tom Gun, which has massive range of 8 hexes, and allows you to zero in on forces in a hex and increase your attack strength by another 1D.  Use it early and often.

Axis Strategy

1.  Big Picture Strategy: this was a long-shot for the Japanese historically, which they lost, but they have been known to win this scenario.  Use your Tankettes, which have good movement, to get into the battle and score some wins.  Advance forcefully with your infantry and overwhelm them using your Seishin Kyoiku Doctrine might combined with your Bonzai speed.

Battle Reports

3
BR - Bain Tsagan Heights

Author:

Days of Wonder

Link:

The Capture of Tobruk

The Capture of Tobruk (Overlord Map)

June 21, 1942—Tobruk falls, and Rommel gets his moment in the sun.

The Desert Fox came tearing across North Africa like a bat outta hell, and when he set his sights on Tobruk, he didn’t waste time. That place had held out before—but not this time. Rommel hit it hard, fast, and surgical. In no time flat, he smashed through the lines, bagged 30,000 Allied troops, and scooped up a mountain of supplies.

It was a gut punch to the British—morale wrecked, command shaken, and the enemy thumping their chests from Berlin to Rome. Tobruk was supposed to be a fortress. Instead, it became a prize.

But here’s the truth: Rommel’s victory was real—but it was short-lived. You don’t win a war with flash and headlines. You win it by bleeding the enemy dry, taking ground, and never letting up. And that’s what we did.

By the time we met him again at El Alamein, the tables had turned. Rommel’s advance stalled, and the Allies came back with a vengeance.

You want to take a city? Fine. But you’d better be ready to hold it when the real fight starts.

~~ General Howitzer

15 VP’s

Card Balance:

Allies – 7

Axis – 11

Complexity:

3

Conditions:

Desert

Context:

Historical

Location:

North Africa

Year:

1942

Theater:

Mediterranean

Campaign:

Codename:

Summary:

Objectives:

15 VP’s with many territorial Medal Objectives, some Temporary and some Permanent.

Battlefield:

A desert with a couple of roads crossing the area in both directions

Troops:

Allies  – 17 Infantry some with Special Weapons, 5 Armor, 2 Artillery

Axis  – 17 Infanty, 16 Armor including some Half-Tracks, 6 Artillery

 

Allied Strategy:

1.  

Axis Strategy

1.  

Classic Battle Reports

45% Allied Wins

0
BR - Capture of Tobruk

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

37
BR - St. Martin

Author:

Link: