Operation Spring

Operation Spring

scenario_OperationSpring_start

 

Operation Spring was  launched on July 25-27, 1944, during the Battle of Normandy. The operation aimed to capture key positions south of Caen, France, and support the larger Allied offensive, including Operation Cobra by the Americans.

  • The 2nd Canadian Infantry Division, supported by tanks from the 2nd Canadian Armoured Brigade, led the assault.
  • Their objectives included capturing key villages like Verrières Ridge, May-sur-Orne, and Tilly-la-Campagne, vital for controlling the high ground.
  • The Canadians faced well-entrenched German forces, including elements of the 12th SS Panzer Division and the 1st SS Panzer Division (Leibstandarte Adolf Hitler).
  • Heavy resistance, powerful defensive fire, and poor visibility caused high casualties.
  • The operation failed to achieve its primary objectives, though it diverted German forces from other fronts.
  • Canadian forces suffered over 1,500 casualties, marking one of their most costly engagements in Normandy.

Here are General Howitzer’s comments on the battle:

“Listen up! Operation Spring kicked off on July 25th, 1944. It was the Canadians’ job to take the high ground south of Caen, hit those German defenses, and give the Americans in Operation Cobra a clear path to move out.

Even though they didn’t take everything they wanted, they tied down those German divisions and gave the Allies the breathing room to keep pushing. That’s how you fight, boys—you go where you’re needed, you hit the enemy hard, and you keep the pressure on, no matter the cost!

6 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Mediterranean

Campaign:

Battle of Normandy

Codename:

Operation Spring

Summary:

Objectives:

6 VP’s including territorial objectives for town captures

Terrain:

Countryside with a couple of hilly ridges angling across the central section.

Troops:

Allies – 10 Infantry, 4 Armor, 1 Artillery

Axis –  7 Infantry, 4 Armor, 2 Artillery

 

medal allies

Allied Strategy:

1.  Your artillery in the right flank can control all the area around St. Andre.  If you move it forward just one row towards the center, and position it between both sections, you will be in a better offensive position to control the right flank, but more importantly, can support the attack against the central hills with 2D rolls.

2. If you get the right set of cards, you can quickly gain the hilly advantage in the center section. From there you will be able to make things much for difficult for the Axis forces. But be aware that your plan must include an assault on the Allies central artillery, and medal objective. 

medal axis

Axis Strategy:

1.  Your trapped artilley behind the Orne River will only be basically useful for defensive purposes, should the enemy make a fool-hardy assault on that flank.

2.  Your artillery in the town of Verriers will be the key to controlling the central section and eliminating any enemy forces that try to control the central hills.

3.  One of the two armor on your right flank should be placed on the ridge in the central section as both a deterrant, and eventual attack function.  The other can either defend against any attack towards the town of Tully-la-campaigne, or eventual move into the center to support that attack vector.

19
BR - Operation Spring

Author:

Link:

FROM BORGO A MAZZANO TO BARGA

FROM BORGO A MAZZANO TO BARGA (BrEF)

After victories in the Massarosa, Camaiore and Monte Prana, the Brazilian troops were directed towards the village of Borgo a Mozzano. Aware in advance of the location and capabilities of the Germans in this stretch of the Gothic Line, the US command ordered the Brazilians to follow a course parallel to the Serchio River. While US troops proceeded on the opposite side of the river. By entering the Serchio River valley the FEB could avoid the expected German defences of the Gothic Line. It was discovered however that much of the line in that area had already been abandoned by the Axis, who had retreated about 9 miles to the north.

Further on, crossing the river, the FEB came across a factory of ammunition and aeronautical materials in Fornaci, which the Germans abandoned intact (but tried to recover in a counterattack.) The FEB then headed north to liberate Gallicano and Barga. In the process of doing this they clashed with the battle hardened veterans of the 148th German Division.

5 VP’s

Card Balance:
Allies – 5
Axis – 4

Complexity:

4

Conditions:  

Countryside

Context:

Historical

Location:

Italy

Date:

Sept. – Oct. 1944

Theater:

Western

Campaign:

Brazilian Expeditionary Force

Code Name

Context:

Historical

Summary:

Objectives:

5 VP’s

Battlefield:

Battlefield has a road and a river cutting across each other in an x-shape, with a couple of bridges.

Troops:

Allies – 9 Infantry, 1 Armor

Axis – 8 Infantry

Allied Strategy

Axis Strategy:

This scenario is something a little different. It’s an Axis tactical withdrawal across a bridge and then a regroup in a factory. A well deployed Behind Enemy Lines Card for the Axis can deliver a crushing blow on the Smoking Snakes on the Axis right flank. This can then be followed up with a dash across the bridge. [ Marcus Wallis ]

Battle Reports:

0
BR - BORGO

Author:

Icles Rodriquez & Memoir 44 Japan

Breakthrough to Gembloux

Breakthrough to Gembloux

Historical Background

The Breakthrough to Gembloux was part of the early German invasion of Belgium during May 1940, in the larger Battle of France. German Panzer divisions advanced through central Belgium aiming to break Allied lines near Gembloux, where French forces had fortified positions in the so-called Gembloux Gap—one of the few tank-suitable areas in the region.

Fierce fighting erupted between German armored units and French mechanized divisions, resulting in one of the few early confrontations where French forces held their ground and inflicted significant tank losses. However, the battle was ultimately bypassed when German forces broke through further south in the Ardennes, rendering the defense of Gembloux strategically moot.

General Howitzer summarizes:

At Gembloux, the French finally stood their ground and gave the German Panzers a bloody nose—one of the rare times early in the war they didn’t fold. But while they were trading blows up north, the real storm came through the Ardennes. The fight was solid, but it ended up guarding the wrong damn door.

VP’s

12 VPs

Card Balance:

Allies – 5

Axis – 6

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

France 

Date:

May 13, 1940

 

Theater:

Western

Campaign:

The Battle of France

Codename:

Summary:

Objectives:

12 Victory Points, plus one Exit by an Axis unit

Battlefield:

Deep breakthrough battlefield with countryside terrain

Troops:
Allies – 8 Infantry, 7 Armor, 1 Artillery

Axis –  10 Infantry, 8 Armor, 2 Artillery

Big Picture Strategy

The challenge for the Axis is escaping a unit out the Exit Hex at K1. 
Winning battle is easy; escaping the battlefield is not.

Allied Strategy:

1.  If you want to have any hope of holding out against the Germans, as the French did for two days historically, you will need to hold the line right at the beginning with the three towns on row 13.  Get your armor up their to reinforce your infantry.  The Axis have overwhelming force, so if you retreat, they will be able to pick you off one by one. Make your stand immediately!

2.  Once you get pushed back, the final victory medal for the Axis has to come through escaping on the hex at K1.  Guard that with your armor and infantry, and you have some hope of gaining another medal. 

3. While you may lose a lot of forces as the Axis pushes you back, be sure to have enough forces to make a good stand to guard the final exit hex at K1.  The Axis can be made to suffer much as they try to get one unit out that escape hex.  In fact, once Axis have achieved their 12 victory points,  you can sacrifice as many Allied forces as you need to in order to prevent them from escaping. 

Axis Strategy:

1.  Remember that no matter how many Allied units you destroy, you will have to get one of your units out the exit row at the end of the battlefield.

2.  The very best way to end the game well, and escape your final Axis unit off the board is to save up a Behind Enemy Lines. Then maneuver an infantry within six rows of the border, and make your move. 

Battle Reports:
(percentage of Allied victories)

 

5
BR - Breakthrough to Gembeloux

Author:

jdrommel

Link:

Villers-Bocage

Villers-Bocage

The Battle of Villers-Bocage took place on June 13, 1944, during the Normandy Campaign in World War II. It was a significant tank engagement between British and German forces near the town of Villers-Bocage in France, shortly after the D-Day landings.

Listen up, men—this was no parade down the Champs-Élysées. The British 7th Armoured Division—the famed “Desert Rats”—thought they’d found a hole in the German line near Caen and charged in, hungry for glory. But out of the hedgerows came Michael Wittmann and his awesome Tigers, ambushing them in the narrow streets of Villers-Bocage. In minutes, British columns were burning wrecks—armor smashed, morale shaken.

But here’s the thing: Wittmann’s brilliance bought the Germans nothing lasting. The Rats pulled back, regrouped, and the Tigers couldn’t press the advantage. The town lay in ruins, but the campaign rolled on. Villers-Bocage stands as a brutal reminder—urban fighting is hell, and courage alone doesn’t win the day. You need discipline, coordination, and the will to keep moving forward, no matter what roars out of the fog.

~~ General Howitzer

VP’s: 

Allies – 3 medals

Axis – 5 medals

card

Card Balance:

Allies – 3

Axis – 6

Complexity:

3

Conditions:

Countryside

countryside

Location:

Normandy

Year: 

1944

Theater:

Western Front

Campaign:

Normandy Invasion

Summary:

This scenario is really unique with the battle between the just five German Tiger tanks vs. 24! Allied tanks, 16 infantry figures. And yet the battle is fairly balanced.

Objectives:

Allies – 3 Medals

Axis – 5 Medals, including two permanent medal exit objectives 

Terrain:

Countryside with a road cutting across the battlefield at an angle

Troops:

Allies – 4 Infantry, 8 Armor

Axis – 5 Tiger Tanks

medal allies

Allied Strategy

1. The only way you can hope to win is by bunching up your forces. Do not try to take on a Tiger Tank, one at a time.

2.  Attack the units without forest protection first, as you will be able to roll triple the attack power.  

3.  You will need to force them out of the forest. Once they leave the forest hex, they cannot return.  So a one-two punch is the way to go. Your first tank forces can attack, and hopefully roll a Flag, which will force the enemy out into the open. Then your second tank forces can roll a 3D attack and hopefully secure a kill.

4. As long as the Axis forces stay in their woods for protection, you can backoff and move out of attack range, while you get the rest of your forces on your right flank organized and into action. 

medal axis

Axis Strategy

1.  Stay in the woods as long as you can, and keep attacking the enemy from there as long as they are in range.  Because the enemy can only roll one dice against you in the woods, the odds of them rolling a hit, and then a second dice with a grenade are exceedingly low.

2.  One of your Tigers is already out in the open, so plan on moving and attacking with that one first, but stay close to your other Tigers for support.  Do not venture into a forward position where the enemy can surround you from behind. 

16
BR - Villers

Author:

Days of Wonder

URL

Vassieux, Vercors

Vassieux

The Battle of Vassieux-en-Vercors was a significant engagement during World War II, part of the German offensive against the French Resistance in July 1944. Located in the Vercors Plateau, the battle was a key moment in the resistance movement in southeastern France. 

General Howitzer summarizes the results and lessons learned:

In July of ’44, high in the Vercors Plateau, the French Resistance had the guts to carve out their own patch of freedom before the Allies rolled in. These Maquis fighters didn’t have much—just grit, rifles, and the will to spit in the enemy’s eye. But on the 21st, the Germans came in from the sky, parachutes blooming like death over the hills.

They smashed into that stronghold hard, and the Maquis, outgunned and outnumbered, fought like hell but couldn’t hold. It was courage in its purest form—men standing their ground knowing the odds were stacked to the heavens. But it was also a brutal reminder: bravery without firepower is a damn fine way to get killed.

~~ General Howitzer

4 VP’s

Card Balance:

4 – 4

Complexity:

2

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Summary:

 The Vassieux scenario starts with a chaotic situation between both sides, and makes for an intriguing infantry-only scenario.

Objectives:

It is a short four VP scenario, which must be completed before the deck runs out or the Axis side wins

Battlefield:

The center of the battlefield represents the airfield where the battle took place. It is surrounded by hills, forests, and town hexes.

Troops:

Allies – 10 Infantry

Axis – 6 Infantry

Allied Strategy:

1.  The Allies lack infantry cohesian, so one of the early goals is to pull the troops together, and form a united attack.

2. You will need to bring in your units on the flanks towards the center where most of the battle will take place.

3. Your two units in the center section begin the game in a very exposed position. One of them is going to get hit hard and possibly eliminated right away, unless you pull them back until your forces are consolidated.

4.  These are French Resistance fighters, so they can move into woods and still attack. So the place to put them is BEHIND the woods, so when the enemy approaches, they can enter the woods and attack the enemy from a position of cover. The enemy will never know what hit them!

Axis Strategy:

1. The Axis forces are quite outnumbered in this scenario. They will need to work together as a cohesive unit to have any hope of either destroying or at least holding off the French Resistance forces. If they can hold out for an entire deck, they will win.

2. If you can get some rapid movement infantry cards, you may be able to take out one unit or more before the rest of the Resistance fighters come in to support.

3. If you are unable to get the attack cards needed for your forces, you may need to perform a tactical retreat into the town of Vassieux to provide some extra protection while you build up your hand.

DoW Battle Reports

(percentage of Allied victories):

34%

19
BR - Vassieux

Author:

Days of Wonder

Link:

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: