Utah Beach

Utah Beach

The invasion of Utah Beach was part of the Allied D-Day landings on June 6, 1944, during World War II. Utah Beach was the westernmost landing area, assigned to U.S. forces, primarily the 4th Infantry Division, under Major General Raymond O. Barton. The objective was to secure the beachhead, push inland, and link up with airborne troops dropped earlier to capture key roads and bridges.

Strong currents caused some landing craft to drift about a mile south of the intended target area. This accidental landing proved advantageous, as it placed the troops in a less heavily defended section of the beach. The U.S. forces quickly overwhelmed the German defenses, suffering relatively few casualties compared to other D-Day beaches.

Listen up.

At Utah we hit fast, secured the sand, and drove inland until we shook hands with the paratroopers. That link-up turned a strip of beach into a springboard—men, guns, and fuel pouring ashore to feed the advance. With the beachhead anchored, momentum was ours. That’s how you start a liberation: seize, link, expand—and keep moving.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Beach

Location:

Normandy

Year:

1944

Theater:

Western Front

Campaign:

D-day Invasion

Codename

Summary:

The challenge for the Allies in this scenario is to get off the beach as quickly as possible, and exit out one of the three exit hexes. The Axis are protected in towns and bunkers in order to slow down the advance of the Allies.

1. Objectives

This is a 5 VP game, so it moves rather quickly, and the Allies will need to minimize losses while they pick away at the Axis forces inside their bunkers, all the while making their way towards the exit hexes.

2. Battlefield

There are three exit hexes at the top of the battlefield. The Allies can seek two objectives: First to destroy enemy units, Second to exit out the back.

3. Troops

Allies – 10 Infantry, 4 Armor

Axis – 5 Infantry, 1 Artillery

Allied Strategy:

1. Allies begin with their forces congested together in the left and center sections. This is not all bad, as they need to stay away from the artillery in the right flank. But they do need to disengage their forces from one another and create some separation from the shores of the beach.

2. Keep attacking! As you approach the enemy forces in their bunkers, you may be tempted to pause and amass more forces for the attack. This depends on your circumstances. If you are out in the open and under enemy attack with two-dice attacks, you need to just keep attacking with those forces. Create the beachhead by continuing to attack, attack, attack.

3. You can expect to receive a fair number of casualties as you progress up the beach. But as soon as you get your armor out of the water, things will change for any enemy units unfortunate enough to be found outside their bunkers.

4.  The big picture strategy for Utah Beach is to: Stay Left, Take Out the Infantry, Escape out the back.  The scenario only needs 5 VP’s.  All five of those are available to you on the left and middle section.  Take out the three infantry for your first three points; then send two units out the escape hexes, and you are golden!

Axis Strategy:

1. The general rule for this scenario, is to stay in your bunkers! With no hilly ridge slowing the movement of the Allies onto the beach, they are able to very quickly reach your bunkers and begin attacking. If you make a fool-hardy rush forward in an attempt to knock out a few more figures, they will make you pay with an overwhelming retaliation of their forces. The only exception to this is your infantry unit in the bunker at M7 on your left flank. The Allies are going to avoid much of that section due to your artillery at J7, so it is best to get that unit into play in the central section as soon as you can. Also, there are so many wire bails in your left flank, that they will severely slow down any troops who try to come in there, allowing your artillery to demolish them.

2. The goal for Axis is to slow down their movement. Besides actual hits, retreat flags on the Allies are your friend, as it will push them back and give you more time to build up your deck with powerful attack cards. A last ditch effort, if needed would be to move your infantry onto or in front of the exit hexes, to prevent the Allies from escaping before you have given them a good beating.

3. Your one saving grace as the Axis player is your artillery. Use it as much as you can, especially while the enemy is still in the water, where retreat flags count as hits.

18
BR - Utah

Author:

Days of Wonder

Link:

Securing the Flank

Securing the Flank

The battle “Securing the Flank” near Caen, France, was part of the Allied efforts during the Normandy Campaign of World War II in the summer of 1944. Following the D-Day landings, the Allies sought to expand their beachheads and secure strategic positions to enable further advances into German-occupied France.  The fighting around Caen was marked by intense battles in open fields, villages, and bocage (hedgerow) terrain, which slowed Allied progress and caused heavy casualties. Despite these challenges, the Allies ultimately succeeded in securing the area, paving the way for the liberation of Normandy and the advance toward Paris.

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

3

Conditions: 

Countryside

Location:

France

Year:

1944

Theater:

Western

Campaign:

Normandy Invasion

Summary:

Objectives:

5 VP’s, including two temporary Medal Objectives

Battlefield: 

The center of this battlefield has a range of hills facing a three hex town with a Objective medal for the Allies. Control of the center will determine success in this scenario.

Troops:

Allies – 9 Infantry, 4 Armor

Axis – 7 Infantry, 3 Armor, 1 Artillery

Allied Strategy:

1.  The Allies have a temporary medal objective in the town of Fontenay le Pesnel in the top center section.  So grab the hilly ridge just below it, to launch the attack. As you attack the Axis forces around the battle field, you can continue to push up into the city, forcing the enemy to defend on multiple fronts.

2.  Your two infantry in the right section are open and undefended. Get them into the forest hexes as soon as you can.  The Axis have a couple of armor stuck behind hedgerows so you have a bit of time to secure your forces.

3.  Because of the enemy artillery, the left flank is your weak flank. The large open countryside is dangerous territory for your troops to try to cross with the enemy infantry sandbagged in the woods, combined with the artillery.

Axis Strategy:

1.  Your armor in the lower left flank needs to get into action as soon as possible. It will take one move just to move them into a position where they can respond to enemy threats. Do that at your first opporunity.

2. Once you have your armor in place on the left flank, your next concern is your right flank, which can become overwhelmed if the enemy is aggressive and has the right set of cards. 

3.  Move your artillery on your right flank forward when you can.  This will give you 2D attack on the front two hexes of the center hill.  This will mute the Axis attack against your fortified infantry in the center.

4.  Protect the city of Fontenay le Pesnel.  Do not let the enemy troops get close enough to hide in the city.  If they control two hexes, you lose the medal to them. 

15
BR - Securing the Flank

Author:

Days of Wonder

URL

Saverne Gap, Vosges

Saverne Gap

scenario_SaverneGap_start_Allies

Listen up, soldiers. The Saverne Gap is the low door through the Vosges—and the key to Strasbourg. On 21 November, XV Corps under Haislip hit the line at Phalsbourg and started prying that door open. While our infantry pressed the pass, Leclerc did exactly what I like—speed and audacity—splitting his 2e DB into two hard-driving task forces: one swinging north via La Petite-Pierre, the other knifing south through the woods by Dabo. They struck Saverne from both flanks, and a southern column punched in from the west, climbing to the Gap and rolling the defenses from behind. The enemy fought, but without depth or reserves you can’t stop a three-pronged hammer. Result: Saverne falls, the hinge breaks, and the road to Strasbourg yawns wide.

Lesson: find the gap, hit it fast, hit it twice, and exploit without blinking. Keep moving—because momentum, not caution, wins cities and ends campaigns.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

4

Conditions:

Moutaneous Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign

Codename

Summary:

Because of the impassable mountains, Saverne Gap is almost like three separate battles taking place.

Allied Strategy:

1. As Allies, there is very little opportunity to move troops from one section to another, so you need to watch your tactics carefully and be careful with your attack.

2. One possible opportunity for attack is up the center, if you have the right combination of cards, such as Infantry Assault, you goal is to quickly overwhelm the first town in your way. While they enemy controls that town they can force you back against the wall and score some extra hits with retreat flags. The wire bales in front of the town will definitely decrease your attacking power, but with two or three good center section attack cards, you will eventually be successful. From there, your forces will be able to spread out a bit for the attack against the forces defending town of Saverne.

3. Your right flank will be the most difficult one to maneuver through. With the tight quarters and the enemy protected in a town and forest hex, it will be difficult for your tanks to succeed agains them. The tanks can only fire with one dice at a time. And you only have one infantry force to attack the town and forest hexes. If you can lead with your infantry, they will be more successful by being able to throw two dice at a time for each close assault attack.

4. Watch your card play, and when you get the right combination of special Combat cards, use that as the basis for your decision of which section to pursue your victorious attack.

5.  With a number of left flank cards, you can attack the infantry in the woods and town at a distance.  Degrade and eliminate them, and then move in to attack the town of Saverne itself from the flank, surprising the enemy, just as they did historically.

Axis Strategy:

1. Note that because the mountains are impassible, you will not be able to fire your artillery at the outer sections.

2. The center section will be the most important to guard as the town of Saverne represents one VP. If you can delay the advance of the infantry up the center, you may be able to wait for the right combination of cards to assist you with the task of preventing their forward advance.

3. Keep your forces in the forests and town hexes and never leave them. Just stay safely hidden inside as you continuously attack them relentlessly degrading their attacking power.

Battle Reports

(percentage of Allied victories):

46%

20
BR - SaverneGap

Author:

Days of Wonder

Link:

Sainte-Mere-Eglise

Sainte-Mere-Eglise

scenario_StMereEglise_start_Allies

“Listen up! On June 6th, 1944—D-Day—the boys of the 82nd Airborne Division as part of Operation Neptune, jumped out of those planes and straight into history. Sainte-Mère-Église—that was the prize. Those paratroopers were dropped right on top of the town, some hanging from steeples and some dropping straight into Germany’s lap!

But those boys didn’t flinch. They fought like hell, street by street, house by house, until Sainte-Mère-Église was ours. That town was the first piece of France to taste freedom again, and by God, it stayed that way.

They didn’t just take a town—they choked off German reinforcements and cleared the way for the boys coming in at Utah Beach. That’s how you make a landing stick, boys—you seize the ground, hold it like a bulldog, and keep moving forward! Sainte-Mère-Église was just the start of the march that would bring Hitler’s Reich to its knees!”

~~ General Howitzer

4 VP’s

card

Card Balance:

Allies – 5

Axis – 4

Complexity: 

2

Conditions:

countryside

Location:

France

Year:

June 6th, 1944

Theater:

Western Front

Campaign:

Normandy Campaign

Codename:

Operation Neptune

Summary:

The option to drop paratroopers in either of the three sections at the start of the battle makes for a very interesting strategy, and a battle that varies quite a bit from game to game. Is there a better choice between dropping the paratroopers in the center section, or left or right flank? It comes down to the cards in your hand. So before you do the para-drop, check your cards, and determine where your most likely result of overwhelming force will occur. Combine a strong set of cards, with the presence of 3 or 4 additional infantry, could turn the tide in favor of the Allies.

Objectives:  4 VP’s

This is a four VP game, so there it is fast, and there is no room for mistakes. It is not so much about strategic positioning; it is about hitting the enemy hard and fast.

Terrain:

Countryside with forests on each side of the town of Mere-Eglise in the center section.

Troops:

Allies – Infantry, 6 -10, depending on the success of the paradrop.

Axis – 9 Infantry, 1 Armor

medal allies

Allied Strategy:

1. Check your cards before you drop. Then use the drop to give even more power in your strong section. However, note that there is no guarantee that all four paratrooper units will survive the drop. You may end up with half of the force you expect. And you must be prepared for that contingency, should you drop them in the midst of enemy forces. A good commander prepares for this eventuality.

2. Your center section infantry should be ready to deploy in either direction, depending on enemy actions.

3. If you can maximize your firepower in one section, and quickly destroy the enemy, then you may have enough time and movement to bring your forces to strengthen the attack in the next section.

4. The Allies control five cards to the Axis four, so the principles of flexibility and responsiveness are on your side.

medal axis

Axis Strategy:

1.  You are going to have to respond to the surprise attack by the Allies before you can do much else. But as soon as you have a chance, move your Armor out into the battle.

2.  You will have superior forces on whichever side they did not drop into, so do what you can to get your four kills before their forces overwhelm you. Your armor will be essential to the win.

 

Battle Reports

(percentage of Allied victories):

62%

26
BR - Eglise

Author:

Days of Wonder

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

Allied Strategy:

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. 

Axis Strategy:
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.

19
BR - Pruzana

Author:

Days of Wonder

URL

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

Allied Strategy:

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.

Axis Strategy:

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%

26
BR - Pointe

Author:

Days of Wonder

Link: