Market Garden (Nijmegen Bridges)

Market Garden (Nijmegen Bridges)

scenario_NijmgenBridge_MarketGarden

The Battle of Nijmegen Bridge was a key engagement during Operation Market Garden in September 1944, a large Allied operation aimed at securing key bridges in the Netherlands to create a direct route into Germany.

General Howitzer’s comments:

“Listen up, men! In September of ‘44, at Nijmegen, those bridges over the Waal River were the keys to the kingdom—a direct shot into Germany itself. The plan was big—Operation Market Garden—take the bridges, link up the airborne and the armor, and ram straight for the Ruhr.

But those Germans weren’t just going to hand over those bridges. They had them locked down tight, and it took the 82nd Airborne, those American paratroopers, to cross that river in flimsy little boats under fire like hell itself. They paddled across, outflanked the Germans, and took those bridges with guts and bayonets.

We got the bridges, but we couldn’t hold Arnhem, and the whole damn operation fell short. But don’t let that fool you—the boys at Nijmegen showed what it means to fight with everything you’ve got. That’s how you break the enemy’s back—take the objective, hold it, and never let go until the job’s done!

6 VP’s

card

Card Balance:

Allies – 6

Axis – 5

Allies move first.

Complexity: 4

Conditions:

Countryside

countryside

Context:

Historical

Location:

Netherlands

Year:

1944

Theater:

Western Front

Codename:

Operation Market Garden

Summary:

Objectives:

6 Medals including bridge hex objectives.

Terrain:

Countryside with a river and train tracks cutting across the battlefield.

Troops:

Allies –  7 Infantry, 6 Armor, 1 Artillery

Axis – 9 Infantry, 1 Armor, 1 Artillery

medal allies

🔥 Winning as Allies

1.  Use your armor to attack the many defensive positions of the enemy.  When the time is right, then capture your objective medals.

2.  Take the time to move your artillery into a more centralized position for attack.

3.  The Axis forces are so well-defended that you will need to attack them from a distance and significantly degrade them before direct assaults.  But you need to do this quickly as many of their forward forces are close to your and able to launch some subtantial attacks against you.

4.  The Axis Artillery is a Big Gun! That means that once they hone in on you with one hit, they are able to increase the dice attacks by one. So if they hit you once, and you have any figures remaining in the hex, you need to bug out, and move those figures to a new hex.

medal axis

🔥 Winning as Axis

1.  The Allies have an overwhelming armored force, so much of your work is defensive in nature, although you should pursue any soft targets you can locate. However, your two advanced infantry forces in the center have the ability to do significant damage to the enemy armor if you can quickly attack them while they are in no-retreat positions.  Be aggressive and you may be rewarded!

2.  There are two bridge objectives which you must protect. Stay close to each of them, and protect them well.

3.  Your Artillery is a Big Gun, so use it on semi-permanent targets so that you can take advantage of the additional die roll.

25
BR - Nijmegen

Author

Longvilly Trap

Longvilly Trap

December 19th, 1944: They sprang the Longvilly Trap because we were stretched thin and caught standing still—never a good idea in a shooting war. Near Longvilly, ahead of Bastogne, the enemy pushed armor hard through the Ardennes and found American units sitting exposed on narrow, jammed roads with broken communications. The Germans hit fast and coordinated tanks with infantry, rolled right over isolated formations, and smashed them before they could maneuver. It was a bloody setback, no question—but it bought the enemy only time, not victory. Longvilly opened the road to Bastogne, yes, but it also set the stage for us to dig in, turn, and hit back harder—because wars aren’t won by trapping men, they’re won by destroying the enemy, and that bill was coming due.

~~ General Howitzer

VP’s: 6

Card Balance:

Allies – 4

Axis – 5

Complexity:

4

Conditions:

Winter

winter

Location:

Belgium

Year:

1944

Theater:

Western 

Campaign:

Battle of the Bulge

German Name:

Unternehmen Wacht Am Rhein

Summary:

This is a fun and exciting scenario as the Americans attempt to survive the seige of Bastogne and open up an escape route.  The Axis are able to pummel the Americans from all directions with Artillery, Mortars, and Tanks, while the Americans force their powerful Armor across the countryside and toward the Exit hexes.

Objectives:

The Americans need to break through the German roadblock and open the way to Bastogne.

Six Medals.  There are also two Exit Medal Objectives for the Americans to breakthrough.

Battlefield:

Winter conditions, with roads and rivers cutting through the battlefield.

Troops:

Allies – 5 Infantry, 6 Armor, 1 Artillery

Axis – 5 Infantry, including some SWA’s (Mortars), 6 Armor including two Tank Destroyers (2,2,2,2),  3 Artillery

Special Rules:

1.  Winter Combat rules – two hex armor movement

2.  Reduced Visibility rules – only hit with Grenades unless in Close Assault

2.  Special Weapon Asset rules for Mortars – 3,2,1,1

3.  The river is frozen, but impassable.

4.  Roadblock rule

5.  Also play with Winter Combat cards in addition to regular Combat cards

medal allies

🔥 Winning as Allies

1.  Primary Objective is to break through and provide a passage to Bastogne so the troops can be rescued, as they were, historically.  You may want to keep the roadblock in place, so that your Armor can exit to the east without worry about rearguard action.

2.  Your forces are congested in the town of Bastogne.  Retreat flags from the enemy will cause losses, so you will want to spread them out by moving your forces east along the road toward the Exit hex.  Remember that with winter conditions, you will only be able to move your Armor three hexes at a time on the road (instead of the usual four).

3.  If you have the cards for it, some gains can be had by removing the roadblock and heading west to attack the enemy directly. Otherwise, they will continue to pummel you from the woods in the north, and with their Artillery and Mortars to your southwest.

medal axis

🔥 Winning as Axis

1.  You have the enemy completely surrounded, except for that pesky escape route along the road.  Move to block the Exit hexes ASAP.  It will only take two turns for the Allies to begin evacuating along the road.

2.  With three Artillery and two Mortar units, you can continuously attack the enemy and decimate their forces.

3.  Remember that the Limited Visibility rules require that, unless you are in Close Combat, typically only Grenades will score a hit.  But Retreat Flags can be a very effective way to reduce the enemy in their congested situation in Bastogne.

3.  Move the two Armor on your right and center section into the two forest hexes across the river from Bastogne.  From there you will be able to safely pick off the enemy bit by bit throughout the battle.

4.  Take the time to move the Artillery on your right flank forward at least one row forward.  It will pay off every turn afterwards with increased firepower against the enemy hiding like cowards in Bastogne.

1
BR - Longvilly Trap

Author.

URL

Lipovec

Lipovec

scenario_Lipovec_start_Axis

July 22nd, 1941—Lypovec. Operation Barbarossa was tearing into the Soviet Union, and here came the Slovak Mobile Brigade—five thousand men, 43 tanks, and 123 artillery guns—charging into their first real scrap against the Red Army.

They smashed into General Tkachenko’s 44th Rifle Division—some fresh, some worn ragged—but the fight was no parade. The Slovaks had spirit, but their tanks ran thirsty, and fuel was scarce. They pushed into the town, only to be hammered by furious Soviet counterattacks.

What saved them? The guns. Artillery thundered, covering their retreat and keeping the whole affair from turning into a disaster. In the end, the Slovaks learned the hard truth—courage and machinery mean little without supply and strength in numbers. Against a seasoned, determined foe, they were blooded, beaten back, and reminded that war is unforgiving to the unprepared.

~~ General Howitzer

6 VP’s

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

Ukraine

Year:

1941

Theater:

Eastern Front

Campaign:

Operation Barbarossa

Codename

Summary:

The dominant factors in the Lipovec scenario is the river going across the battlefield, and the two artillery units safely ensconced in each of their own city hexes.  The Axis win most encounters in this scenario, primarily due to the skillful use of their Armor.

Objectives
Six VP’s. No medal objectives

Battlefield
The battlefield is split horizontally by the River Szob, which is a fordable river. There is also one bridge crossing.

Troops:
Allies – 10 Infantry, 2 Artillery
Axis – 10 Infantry, 3 Armor,  1 Artillery

🔥 Winning as Allies

1. The Allies begin the round with three forest hexes deep into Axis territory, controlled by sandbagged infantry. This presents an early point of attack, and becomes the locus of the seesaw battle for control. Take advantage of those forward points and attack as quickly as possible at the Axis enemy pressed up against the battlefield barrier. For every flag thrown against a unit against “the wall” will be counted as a hit. This increases your chance of getting a hit by 17% for each unit.

2.  Allies have two artillery vs. the Axis’ one. So take advantage of the long-range hits available to you. The central artillery has reach of most of the battlefield. Use it.

3. As defenders in this game, unless the cards clearly dictate otherwise, you can wait across the river for the Allied attack, and then hit them when they are paused at the Szob River.

🔥 Winning as Axis

1. The enemy begins with control of three hexes on the Axis side. So Axis will have to target the enemy incursion hex by hex to push him back. Unless Axis is given a great set of cards for a flanking attack, they will want to clear all enemy troops on their side of the river before trying to cross over.

2. You have six infantry units on your left flank. They can approach the enemy under the cover of the forest and hills, to get very close for the attack.

3.  Axis have an overwhelming advantage with armor.  Put them into action by dealing with the infantry hiding in the forest hex center seciton.

4.  The enemy Artillery in the center on third row is a problem.  A direct attack is going to be costly. Wait until you get some powerful attack cards like Barrage, Airpower, BEH, TFH, or Firefight, then attack it. Either destruction or retreat flags will give you some breathing room to attack the enemy on the flanks.

5.  Plan of Attack:  Eliminate the forward central Infantry, while moving up along both flanks to soon attack the other two forward Infantry in each section.  Use your Armor as much as possible, but watch that you do not get in range of the enemy Artillery in the center. Once the enemy Infantry units are gone, the left section across the river provides the best attack vector, as it is further from the two enemy Artillery.  You will have to moderate and adjust this plan as cards allow.

18
BR - Lipovec

Author:

Days of Wonder

URL

Juno Beach

Juno Beach

The invasion of Juno Beach was part of the Allied D-Day landings on June 6, 1944, during World War II. Juno Beach, one of the five beaches targeted in the Normandy invasion, was assigned to Canadian forces from the 3rd Canadian Infantry Division and the 2nd Canadian Armoured Brigade. Their mission was to secure a beachhead, push inland, and capture key objectives such as the town of Caen.

Juno Beach was no picnic—it was hell from the start. The Canadians hit the shore under rough seas, late and scattered, with German guns pouring lead and shells across the sand. Machine guns, artillery, mines—everything the enemy could throw at them was waiting.

But those Canadians didn’t back off. They regrouped fast, pushed inland with infantry and armor working shoulder to shoulder, and smashed through the fortifications. By nightfall, they hadn’t just taken Juno—they’d driven farther inland than any other Allied unit on D-Day.

They paid dearly in blood, but their victory cracked open Hitler’s wall, anchored the Allied foothold in France, and lit the road that led to the liberation of Europe. Juno Beach proved it plain: Canadian steel and courage could punch just as hard as any force in the world.

~~ General Howitzer

6 VP’s

Card Balance: 

Allies – 6

Axis – 4

Complexity:

2

Conditions:

Beach

Location:

Normandy

Year:

1944

Theater:

Western Front

Campaign:

D-Day

Codename

Summary:

Objectives:

6 Victory Points, including the possibility of four! Objective Medals for the Allies.

Battlefield:

With the River Seulles going through the center of the battlefield, the Juno Beach scenario is almost two different battles taking place at once. There is no beach ridge to slow down the advance of the Allies.

Troops:

Allies – 10 Infantry, 3 Armor

Axis – 7 Infantry, 1 Artillery

🔥 Winning as Allies

1. The Allies need to be aware of the VP goal of six points, and then count up the number of medals and forces on the right side of the map: three Objective Medals (two towns and one bridge) and three infantry. This means, that with the “right” set of cards, an Allied player could win the battle completely just by focusing on the right flank. Now it will rarely happen that such a single-minded focus can occur based on the luck of the cards. But keeping the enemy off-balance by occasional forays on the left flank is a good strategy also. But this scenario reminds us of an important principle, to always keep your overall objectives and plan in mind throughout the battle. And do not deviate unless cards, or circumstances dictate otherwise.

2.  Of course, the left flank is a little more secure, as it is outside the range of the artillery.

3.  With the River Seulles splitting your center section, you will need to make a determination of which direction your troops will head to. This will need to be determined by the cards in your hand.

4.  As you move off the beach, the two Medal Objectives on the bridges look very tempting. But they are quite close to the enemy artillery, so you will not want to take those bridges until near the end of the game, so they cannot be chased away.

🔥 Winning as Axis

1. Your Infantry in the bunker at ‘I5’ is in a great location to make some early hits on the enemy while they are still in the water, or backed up against it.

2. Stay in your bunkers and towns.  Do not come out, as there are Armor in the area which will make you pay for that mistake.

Battle Reports (percentage of Allied victories):
64%

22
BR - Juno Beach

Author:

Days of Wonder

Link:

 

Japanese Counterattack

Japanese Counterattack

The “Japanese Counter-Attack” phase refers to the counteroffensives launched by Japanese forces in the Pacific Theater.  One notable example occurred during the Battle of Guadalcanal, from August 1942 to February 1943. After U.S. Marines secured a critical airfield on Guadalcanal, known as Henderson Field, the Japanese launched multiple counterattacks to reclaim it. These counteroffensives, involving intense jungle fighting and night assaults, aimed to dislodge the U.S. forces from their foothold. The Japanese committed significant naval and infantry resources, but despite their efforts, they struggled to overcome the U.S. defenses and secure sustained supply lines.

The Japs threw in ships, men, and everything they could float or march—but it didn’t matter. Our defenses held like a steel wall, and without solid supply lines, their fight was doomed from the start. They came in hard, but we broke them harder.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

4

Conditions:

Jungle

Location:

Guam

Year:

1944

Theater:

Pacific Theater

Campaign

Codename

Summary

The Japanese Counterattack takes place on the same battlefield as the Guam Landings, but the game mechanics are pretty much reversed.

Objectives:
Six VP’s, plus each side has a permanent Objective Medal hex which they can seek.

Battlefield:
Jungle with a V-shaped river cutting right through the map.

Troops:
Marines – 9 Infantry, 2 Armor, 2 Artillery.
Japanese – 12 Infantry.

🔥 Winning as Allies

1.  With three artillery, and one armor, the Marines have more firepower than the Japanese. But the artillery is limited for much of the game by night visibility rules, which slowly improve throughout the game.  So take your time to get your troops arranged, and your card management under control, to allow more daylight to help your attack and defense.

2. Your tank is stuck back in the left corner of the fight, so take advantage of the early turns to get it into play.

3.  Remember that the Japanese practice the Seishin Kyoiku Doctrine. If they have all four units and are fighting at close combat, they role four! dice, not three.  So during the game, one of the objectives the Marines need to practice is to take off at least one figure per hex. This will actually count as two in terms of reducing the Japanese firepower for subsequent attacks. 

🔥 Winning as Axis

1.  Big picture strategy for the Japanese forces is to quickly overwhelm a flank with infantry forces who are still fully intact so that you can use the Seishin Kyoiku Doctrine against the Marines.  Because of the four! Allied artillery, the center section is kind of a kill box.  So the best hope is to move down one of flanks as the cards dictate.

2.  Night-time conditions are to your advantage because the Allies have so much firepower.  Therefore your best attacks will be immediately, before the dice rolls enough stars to bring out the full ranged artillery attacks.

3.  There are three Permanent Medal Objectives (HQ-Supply & Hospital hexes).  These are deep in enemy territory, but should you get your hands on either Behind Enemy Lines or Infantry Assault cards, there is a possibility you could force your way in to them.

Battle Reports (percentage of Allied victories):

66%

(These are the historical records. For new stats, record your games in the poll to the right.)

Scales-Allies-Weighted
28
BR - Japanese-Counter

Author:

Days of Wonder

Link:

Hill 112

Hill 112

In early July 1944, during the Normandy campaign, British forces launched Operation Jupiter to seize Hill 112, a dominant height southwest of Caen. Control of this hill was crucial: whoever held it could observe and direct fire across much of the surrounding countryside, making it a strategically vital position.

On 10 July 1944, the British 43rd (Wessex) Infantry Division, supported by armored units including Churchills of the 31st Tank Brigade, attacked German defenses held mostly by elements of the Waffen-SS, including the 9th SS Panzer Division “Hohenstaufen” and 10th SS Panzer Division “Frundsberg.” The fighting was brutal, confused, and close-quarters, with British infantry repeatedly advancing into heavy machine-gun, mortar, and tank fire.

General Howitzer:
Hill 112 wasn’t conquered—but it served its purpose.
It tied down Germany’s best, burned away their strength, and cracked open the German shield around Caen. A brutal ridge that changed the course of the Normandy campaign by simply refusing to be ignored.

6 VP’s

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign

Codename:

Operation Jupiter

Summary:

Objectives

This is a six VP game, so it calls for good positioning, strategic planning, and consistent attack with a goal towards long-term degradation of the enemy.

Battlefield:

The battlefield has a ridge of hills on one flank, moving into the center.  There is also a set of hedgerows and a town hex right in the middle of the field. The Axis controls much of the board at the beginning of the round, while the Allies are pressed up against the back wall.

Troops:

🔥 Winning as Allies

1. The Allies havae a significant armor advantage with six armor units vs. three for the Axis. Since you do have an armor advantage, make use of it, by getting your units out into the open field for battle where the long distance firepower of your tanks may prevail.

2. Watch out for the Axis artillery in the upper right flank. Although it is locked behind the Guigne River, its range controls much of the flank and part of the center flank.

3. Note that Hill 112 is an Allied medal objective. It is within range of a one-hex artillery attack. So if you grab the objective too early, the enemy will have time to chase you away. But if you time it right, it can be a late-game objective, to perhaps clinch the win.

🔥 Winning as Axis

1. The Axis begin with control of much of the battlefield. If you can get your armor out into the middle of the field, you may perhaps be able to attack some of the Allied units while they are still up against the wall, and thus take advantage of their no-retreat situation.

2. You have an artillery unit trapped in the lower left flank behind the Guigne River. Use it whenever the enemy gets near the medal objective at h6.

13
BR - Hill 112

Author:

Days of Wonder

URL