Pegasus Bridge

Pegasus Bridge

The Battle of Pegasus Bridge took place on June 6, 1944, during the D-Day invasion of Normandy. Just after midnight, British airborne troops from the 6th Airborne Division, led by Major John Howard, carried out a daring glider assault to capture two critical bridges over the Caen Canal and the Orne River, later known as Pegasus Bridge and Horsa Bridge.

General Howitzer:

Now listen up! The mission was crystal clear: secure those bridges, and do it without hesitation. Why? So no German panzers dare roll onto our beaches and stomp the Allied advance inland. You shall not let them through!

Despite stiff resistance, the British airborne forces struck swiftly and clean—bridges seized, German counterattacks cut off, and few casualties to count. That’s the hallmark of precision, restraint, and utter battlefield dominance.

Capturing Pegasus Bridge wasn’t a side theater—it was the backbone of D‑Day success. Once secured, reinforcements poured inland and German armored units were effectively nailed down before they ever saw the fight. This operation wasn’t coincidence—it was craftsmanship.

Let me be blunt: this was one of the most precise airborne operations in history—pure planning, unshakeable bravery, executed in lockstep with strategic vision. That’s how wars are won—not by waiting for luck, but by making it happen.

4 VP’s

Card Balance:

Allies – 6

Axis – 2, 3, 4

Complexity:

1

Conditions:

Countryside

Location:

Normandy

Year:

1944

Theater:

Western Front

Campaign

Codename

Briefing:

This intro scenario to M44 has only infantry, so managing their movements and ability to attack will determine victory and success. It is heavily favored for the Allies, to represent history, so the Axis need to have a great combination of card management, lucky dice and good strategy to win.

Objectives
Four VP’s, and two bridge Objective Medals.

Battlefield:
Countryside, slashed by two rivers – the Orne and the Caen Canal, whose bridges are the focus of the Objective Medals.

Troops:
Allies – 9 Infantry
Axis – 6 Infantry

Allied Strategy:

1. The Allies are faced with the need to literally ‘divide and conquer’ on two fronts. One strategy to address this is to focus your energies first on your right flank and take out the units defending the bridge. Once they are gone, and the bridge is gained you will already have three of your needed four points. You will of course have to manage your forces on your left flank so that the enemy is not picking them off one by one from acrosss the sandbags and from across the river.

Axis Strategy:

1, Because Allies are heavily favored with a 9-6 infantry count, and a 69% success rate, the Axis must get all of their infantry into the fight as soon as possible. Early moves to activate the infantry in the corner of the right flank should be implemented. They can bring a good flanking maneuver to slow down the Allied attack on their sandbagged comrades by firing across the Benouville river.

2. An alternative attack strategy, if you have the movement cards for it is to get at least one of your infantry units across the bridge and into the fight in the center section.

3. Although the Objective Medal of Orne Bridge is within easy reach of the Allies, there is no need to sit on it and wait to be attacked out in the open (As a bridge provides no defensive value). A better strategy would be to have the two infantry units on the left flank to secure protection in the grove of trees above and below near the bridge. Each unit would be within two hexes of the bridge and able to send a withering attack against any Allied units who prematurely try to grab the bridge without first clearing the Axis defenders.

DoW Battle Reports

( percentage of Allied victories):

69%

23
BR - Pegasus

Author:

Days of Wonder

Link

Panzers vs. Grants

Panzers vs. Grants

“Listen up, boys! In May ‘42, in the blazing North African desert, the British 7th Armoured Division rolled out their shiny new Grants—those big 75mm guns looked damn impressive on paper. They thought they’d finally have the edge over Rommel’s Panzers.

But let me tell you, those German 15th Panzer boys weren’t in the habit of rolling over for anyone! They didn’t give a damn about new tanks—they had the tactics, the guts, and the desert smarts. The British fought hard, but the Germans danced circles around them, turning that desert into a killing ground.

In the end, those Grants put up a hell of a fight, but the Germans sent ‘em packing. That’s the lesson of that day, boys—firepower alone don’t win the battle; it’s the man in the tank and the way he fights that makes the difference!

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign:

Battle of Gazala

Codename

Summary:

This scenario is played out on an almost wide-open sandy battlefield with tanks battling it out. It is a great test of the attacking power of the Allied Grants vs. the German Panzers.

Objectives:
This is a 5 VP game, and since it is on an open desert battlefield, it will proceed rather quickly. There is one Medal Objective hex for the Axis in the form of the British HQ and Supply Tents.

Battlefield:
An open desert terrain with just a few sand dunes and an oasis.

Troops:
Seven Panzers vs five Grants, balanced by the fact the Axis only have 1 infantry, and the British have five. No artillery.

Allied Strategy:

1. As the Allies, you are at an armor disadvantage. The enemy starts the scenario with most of the armor misplaced on the flanks, and only two in the center section. But as soon as they consolidate their forces together, you will feel the might of their firepower. Therefore you need to work your units, infantry and armor as a cohesive force. Do not let your armor get out way ahead of the infantry. Work them together for a stronger attack.

2. Focus your effort and cards, as they will allow, on the center section where you can defend against attacks from either flank.

3. The goal is five VP’s, and since the enemy only has two infantry, this means you will have to take out at least three Panzer units.

Axis Strategy:

1.  Your Panzers in the center and right flank are outnumbered due to the four-figure tank units of the British, so you will need to get your Panzers which are stuck behind the palm forest on left flank into the game as soon as you can.

2.  Do not attack on your right flank until you have the material and cards to do it.

Classic Battle Reports:

(percentage of Allied victories)

32%

13
BR - Panzers

Author:

Days of Wonder

URL

Operation Cobra

Operation Cobra

scenario_Cobra_start_Allies

Operation Cobra was a key World War II military offensive launched by the Allies in late July 1944 during the Battle of Normandy. Its goal was to break through German defenses and enable a rapid advance across France. Following the D-Day landings, Allied forces faced strong German resistance, slowing their progress.

General Howitzer summarizes:
Operation Cobra was a hammer blow—Bradley opened with a sky full of bombs, and when the smoke cleared, our boys rolled right through Saint-Lô and tore the German line apart. We punched deep into France, drove the enemy into the Falaise Pocket, and opened the road straight to Paris. That’s how you break a front—fast, hard, and without mercy.

5 VP’s

Card Balance:

Allies – 5

Axis -4

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Battle of Normandy

Codename:

Cobra

Context:

Historical

Summary:

The Allies begin with a numerical advantage at the start of the scenario. But they have to make it past well-protected Axis forces who are lodge in hedgerows scattered across the battlefield.

Objectives:

5 VP medals including two territorial medal objectives.

Terrain:

Hedgerows and countryside

Troops:

Allies – 10 Infantry, 4 Armor

Axis – 7 Infantry, 2 Armor

Allied Strategy:

1.  Big picture strategy is to push up the center and to the right towards the territorial medal objectives in the two towns. You should be able to dislodge the infantry in the center hedgerow at G5. But the two infantry in the hedgerows at L5 and K5 are going to be more difficult. You may be able to by-pass them by just going up the center. If you gain the initiative, the enemy will have to respond. And then you can hit him with your superior firepower from your armor, and overwhelm him with your infantry.

2.  You have a numerical superiority everywhere except your left flank. That will be quickly under attack by the enemy forces which can attack your no-retreat infantry. So first turn available, get them into the woods to their right.

3. All of your armor is stuck behind the infantry, so get some movement on your troops. The goal is to maximize mobility, in order to capitalize on opportunity.  Based on the cards, you can decide whether to attack center or right; preferably with armor at a distance to degrade enemy preparedness.

Axis Strategy:

1.  Big picture strategy is that the Allies outnumber you, and your role may be primarily defensive. But your front units in the hedgerows can put up a good fight. If you can get a Dig-In! card early on that will help. 

2. Get your armor which is trapped in the back out into a mobile position as soon as you can.

3.  Some early attacks from your troops on the right flank against the trapped Allied troops could gain you a medal, or at least a weakened Allied force in that section.

4.  If it looks like the Allies are going to push past you towards the territorial medal of St. Gilles, you will want to move some infantry there as an additional defensive measure.  Protect your two territorial medals from enemy capture!

Battle Reports
(percentage of Allied victories):
52%

19
BR - Cobra

Author:

Days of Wonder

Link:

Mont Mouchet

Mont Mouchet

scenario_MontMouchet_start_Allies

The Battle of Mount Mouchet took place in June 1944 in south-central France, where the French Resistance (Maquis) mounted a significant stand against German forces. Mount Mouchet served as a major base for the Maquis, who aimed to disrupt German supply lines and occupation efforts in preparation for the Allied invasion of Normandy.

At Mount Mouchet, the Germans came in hard, determined to smash the Maquis stronghold once and for all. Outnumbered and outgunned, those French Resistance fighters didn’t flinch—they fought like lions, slowed the enemy, and bled them for every step. Their stand forced the Germans to pour in resources they could’ve used elsewhere, and that alone was a victory of sorts.

In the end, the Maquis were overrun and the mountain fell—but their grit and sacrifice echoed loud. That fight showed the world that France’s spirit was unbroken, and in the critical months after D-Day, it helped weaken the enemy’s grip on the region. The Maquis proved you don’t need tanks and planes to make a difference—you just need guts, and plenty of it.

~~ General Howitzer

4 VP’s

card

Card Balance:

Allies – 5

Axis – 4

Complexity:

2

Conditions:

Countryside

Location:

France

Year: 
1944

Theater:

Western Front

Summary:

The asymmetrical starting pattern of this game makes for an interesting and challenging battle for both sides.

Objectives: 4 Medals
(Each Axis Armor unit counts as two VP’s.)

Terrain: 

Countryside

Troops:

Allies – 7 French Resistance

Axis – 6 Infantry, 2 Armor

medal allies

Allied Strategy:

1. The Allies quickest path to victory lies in eliminating the Axis armor units, which each count as two VP’s for the Allies. This means quickly gaining control of the forest hexes on the left flank in order to attack the armor from a position of defensive cover.

2.  Also grab control of the hill on the right flank to gain the heights advantage against the enemy.

medal axis

Axis Strategy:

1.  As soon as possible, get your armor into the battle, as your infantry is slightly outnumbered.  But be careful, and do not get too close as each lost armor counts as two VP’s for the enemy.

 2. Your forces begin in disarray, so you will need to coordinate your troops into a cohesive fighting force.

Classic Battle Reports
(percentage of Allied victories):

42%

11
BR - Mount Mouchet

Author:

Days of Wonder

Link:

Liberation of Paris

Liberation of Paris

The Liberation of Paris took place from August 19 to August 25, 1944, as Allied forces advanced through France following the D-Day landings. Resistance fighters in Paris, along with civilians, began an uprising against the German occupiers, seeking to reclaim the city before it could be destroyed.

General Howitzer’s summary:

Leclerc’s Free French rolled in with our 4th Infantry on August 24, linking up with the resistance and blasting through what was left of the German holdouts. After some damn fine street fighting, their commander—von Choltitz—had the good sense to ignore orders to torch the city and surrendered the next day.

Taking Paris wasn’t just a win—it was a thunderclap. It lit a fire under Allied morale, crushed the myth of Nazi invincibility, and gave us back the heart of France. From that point on, the road to Berlin got a whole lot shorter.

5 VP’s

Card Balance:

Allies – 5

Axis – 4

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Summary:

The Allies vastly outnumber the Axis in this scenario. Their objective is to reach the three town hexes on the outskirts, which are permanent medal objectives. But first they have to get past the forest in the center, and the German defenses made up of sandbagged troops, barbwire, and artillery.

Objectives:

5 VP’s, plus the Allies have three towns available to them as Permanent Medal Objectives.

Battlefield:

Countryside with a lot of forests, and the outskirts of Paris at the Axis side of the field.

Troops:

Allies – 6 Infantry, 8 Armor

Axis – 4 Infantry, 2 Armo, 2 Artillery

Allied Strategy:

1.  You have a lot of tanks. Use them. You should be able to very quickly take out the infantry behind the sandbags and move down to the towns to scoop up our Permanent Objective Medals.

2.  The Battle Reports for this scenario heavily favor the Allies, so if you are playing both sides in a full game, make sure to capture all you can while you are playing the Allies.

3. As Allies, it really comes down to the battle on your strong left flank.  You have to break through the blockade of the enemy sandbagged infantry and the defending armor unit.  The more quickly you break through, the more likely the win.  But if the Axis are able to make you pay dearly with two or more units to break through, the game odds may even out.

Axis Strategy:

1.  This is mostly a defensive game for the Axis.  Keep your infantry behind the sandbags, and maximize the use of your armor and artillery to slow down the enemy advance.

2.  At a certain point, you may need to move your infantry into the towns in order to make it more difficult for the Allies to capture those Permanent Objective Medals. Remember, once they get one, they can leave the town and go for the next Objective.

3.  It generally seems to be a mistake to move one of your armor to C5 between your two infantry, in an attempt to get some easy hits on the enemy no-retreat infantry on the second row. You may get as much as three hits. However, in most cases, the Allies are able to bring forward two to four armor units and target all their forces on your lone armor hex, resulting in a quick VP for the enemy.

Battle Reports (percentage of Allied victories):
75%

21
BR - Liberation Paris

Author:

Days of Wonder

Link:

Knightsbridge, Battle of Gazala

Knightsbridge

scenario_Knightsbridge_start

“Listen up! In early June ‘42, out there in that hot Libyan desert at a place they called Knightsbridge, our British allies were in for the fight of their lives. The place was nothing but a road junction, but it was as valuable as gold when the shooting started.

Rommel came at ‘em with his Panzers and those nasty 88s, aiming to cut ‘em off, encircle ‘em, and finish the job. The British Eighth Army fought back with everything they had, but those German guns chewed up their tanks like a buzz saw through dry timber.

Even though the Brits took a beating and left a lot of metal in that desert, Rommel couldn’t crack the line. He overreached, and the whole thing bogged down into a stalemate.

Let that be a lesson, boys—in the desert, mobility is king. You gotta hit hard, move fast, and never let the enemy pin you down. Knightsbridge wasn’t the final blow, but it sure as hell was the warning shot that the real fight was just getting started!”

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

2

Conditions:

Desert

Location:

Libya

Year:

1942

Theater:

Mediterranean Theater

Campaign:

Western Desert Campaign

Context:

Historical

Summary:

Objectives:

5 Victor Points

Battlefields:

Knightsbridge is an almost open desert battlefield in which tanks engage in head-on warfare, interspersed with the occasional artillery fire and infantry assault.

Troops:

Allies – 8 Infantry, 1 Artillery

Axis – 6 Infantry, 3 Artillery

Allied Strategy:

1.  Big picture goal for Knightsbridge, like many desert scenarios is to hit first and hit hard.  

2. The Axis have three Artillery which will assist the Armor if you venture too close.  With your limited movement, it would be best to keep your forces together on your end of the battlefield.

3.  Get to the ridge on your left section as quickly as possible. You cannot move as fast as the Axis, so you need to start right away.  Do not get caught back against the border, or the enemy will wipe you out with the additional flag hits. 

4. You are strong on your right flank, so move your units forward together to defend against the on-coming Axis attack.

 

Axis Strategy:

1.  Because of the wadi in the middle of your end of the battlefield, your forces are divided.  Your Armor on the left flank is outnumbered five to two, but you do have your artillery.  If you can entice the Allies to move forward, you can get some support from your Artillery fire.

2. Take advantage of the ridgeline on your right flank by parking your units there and wait for the Allies to attack. The height advantage may count in your favor in the ensuring battle. 

3.  Grab the heights on the ridge as quickly as you can. Whoever gets on top of the hill first will gain a 17% hit advantage.

 

Battle Reports

22
BR - Knightsbridge

Author:

Days of Wonder

Link: