Medeera Pocket

Medeera Pocket

The Battle of the Medeera Pocket in June 1945 was a late-stage engagement during the Marianas and Palau Islands campaign of World War II.

Located on northern Peleliu, the Medeera Pocket was one of the last strongholds of Japanese resistance. U.S. Marines and Army forces faced fierce, dug-in Japanese defenders who refused to surrender, fighting from caves and fortified positions. The battle involved intense close-quarters combat, flamethrowers, explosives, and coordinated assaults to clear the terrain.

Despite being outnumbered and cut off, Japanese troops fought to the death, inflicting significant U.S. casualties before being wiped out.

The elimination of the Medeera Pocket marked the final clearing of organized resistance on Peleliu, securing the island for Allied operations and reinforcing the brutal nature of Pacific island warfare.

General Howitzer summarizes:

The Medeera Pocket was one hell of a last stand—the Japanese  were holed up in caves, dug in deep, and determined to die where they stood.  They fought like fanatics, even when they were cut off and outgunned, but our Army and Marines finished the job. Clearing that pocket sealed Peleliu for good and reminded everyone that in the Pacific, every inch costs blood.

5 VP’s

card

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Jungle

Context:

Historical

Location:

Palau Islands

Year:

1945

Theater:

Pacific

Campaign:

Codename:

Operation Iceberg

Summary:

Objectives:

5 VP’s 

Battlefield:

Jungle terrain , hills with caves and some small villages.

Troops:

Allies – 8 Army Infantry, 2 Marine Infantry, 3 Artillery including a Mobile Artillery

Axis – 10 Infantry

 

medal allies

Allied Strategy:

1.  The center section is the key to victory.  You have a Mobile Artillery, plus two other Artillery units which can all focus their firepower upon the center.  

2.  You have two Engineer units which can overcome the terrain disadvantages of caves on hills.  Use them to clear out the entrenched enemy.

3.  You have two Marine units which can be commanded every single turn, so they can conduct their own operation on your right flank, if they are supported by the Artillery unit on that side. 

medal axis

Axis Strategy

1.  Remember the three special abilities of your Japanese forces (Seishin Kyoiku Doctrine, Yamato Dashi Concept, and the Banzai War Cry).  You will need these to stand up against the enemy.

2.  There are many Caves on Hills which give you both a defensive and mobile advantage.  Infantry units can quickly move from one Cave on a Hill to another one, so that you can rapidly replenish your forces when they are destroyed.  

3.  You have two Artillery units well-protected in the center of the battlefield.  Use them at every opportunity to push back the attacking Infantry, and when it comes into range, to also destroy the Mobile Artillery.

Battle Reports

1
BR - Medeera Pocket

Author:

Days of Wonder

Resource:

Campaign Book, Volume 2

Rats in a Factory

Rats in a Factory [ Overlord ]

“Rats in a Factory”—Stalingrad, late ’42. You want to know what hell looks like? This was it.

The Germans thought they could storm into those Red October, Barrikady, and Tractor factories like it was just another checkpoint. What they walked into was a damn grinder. Concrete, steel, smoke, and blood—that’s what those factories became.

The Soviets didn’t fight for blocks—they fought for bricks, for stairwells, for every bolt and beam. One room would belong to the Germans, the next to the Soviets. Sometimes they were fighting in the same building—on different floors. It was war in a cage, and every inch came with a cost.

The term “Rats in a Factory” wasn’t poetry—it was reality. Men crawled, fought, and died like animals in a twisted maze of rubble and twisted metal. **Snipers in shadows, ambushes around corners, grenades down stairwells—**no rules, no rest, no mercy.

And guess what? The Soviets held. They bled the German 6th Army dry, right there in that industrial slaughterhouse. That stand helped snap the spine of the Nazi push in the East.

You want a lesson in raw, unbreakable resolve? Look no further. That’s what it means to fight like you’ve got nothing left to lose—and no intention of backing down.

~~ General Howitzer

18 VP’s

card

Card Balance:

Allies – 9 

Axis – 10

Complexity:

5

Conditions:

Urban

Context:

Historical

Location:

Stalingrad

Year:

1942

Theater:

Eastern

Campaign:

Summary:

This is an Overlord game.

Objectives:

  • 18 Medals including both Permanent and Temporary Medal Objectives.
  • The 5 road hexes exiting the Axis player’s baseline are Permanent Medal Objectives for the Allied forces. The Allied player gains the Medal when he occupies the hex at the start of his turn.
  • The 5 road hexes on the Allied player’s baseline are Permanent Medal Objectives for the Axis forces. The Axis player gains the Medal when he occupies the hex at the start of his turn.
  • The 9 factory hexes of the Dzerzhinskiy Tractor Factory form a Temporary Majority Medal Objective worth 2 Medals for whoever controls the majority of its hexes.
  • The 7 factory hexes of the Red Barricades Factory form a Temporary Majority Medal Objective worth 2 Medals for whoever controls the majority of its hexes.

Terrain:

Urban factory complex with any factory and city hexes.

Troops:

Allies – 21 Infantry, 6 Armor, 3 Artillery

Axis – 20 Infantry, 12 Armo, 4 Artillery

Special Rules:

1.  Temporary Medal Objectives   

2.  Permanent Medal Objectives

3.  Temporary Majority Medal Objectives

 

medal allies 

Allied Strategy:

1.

medal axis

Axis Strategy

1.  

0
BR - Rats in a Factory

Author:

Days of Wonder

Link:

[Ukraine] Soviet raid on Grigorevka

Soviet Raid on Grigorevka

memoir 44 scenario Raid on Grigorevka
memoir 44 scenario Raid on Grigorevka

September 1941—Odessa’s under siege, and the Soviets are getting hammered by Romanian artillery. So what do they do? They go on the offensive—hard.

Captain Koren takes the lead at sea with the 3rd Naval Infantry Regiment, nearly 2,000 marines, while a small team of 23 paratroopers drops inland. The plan? Hit ’em from the front and the rear—paralyze their command, cut their lines, and blow those damned guns to hell.

Night of September 21st, the paratroopers jump near Hill 57.3—not clean, not pretty, but they get the job done. Took out a whole Romanian regimental HQ—with two dozen men. Meanwhile, Koren’s marines land at Grigorevka under a curtain of naval fire from the destroyers Bojkij and Bezuprechnyj, and they take those artillery batteries by storm.

By sunrise, they’re linking up with the 421st Rifle Division, and the Romanians? They’re pulling back—the 13th and 15th Divisions, thrown into reverse. That’s pressure off Odessa, and a big black eye for the Axis.

This wasn’t some massive Soviet steamroller. This was initiative, coordination, and guts. A rare joint strike—air, land, and sea—and it worked. Captain Koren didn’t wait to be hit—he hit first.

That’s how you win a war. Not by sitting in the trenches—but by getting out, striking hard, and making the enemy bleed where they thought they were safe.

~~ General Howitzer

12 VP’s

Card Balance:

Allies – 5

Axis – 4

Complexity:

4.5

Conditions:

Countryside

countryside

Context:

Historical

Location:

Ukraine

Year:

1941

Theater:

Eastern

Campaign:

Codename:

Summary:

Objectives:

12 VP’s, plus Objective Medals for Allies for the Romanian HQ, and each Artillery battery destroyed.

Battlefield:

Countrsyide  and beach in a deep breakthrough battlemap

Troops:

Allies (Soviet Union) – 14 Infantry, 2 Destroyers!

Axis (Romania ) – 10 Infantry, 3 Artillery

 

medal allies

Allied Strategy:

1. Soviets, as Allies, do a six unit paradrop.  Drop them where you have the best set of cards to assist your attack.

Also, note that the paratroopers will not battle the first turn they are dropped, so they have to endure one round of enemy fire before they can attack.

2.  The Axis outnumber you on your right flank at the start of the game, and the three forward units are in strong defensive positions, which suggests attacking elsewhere.

3.  As Allies, you have two Destroyers at the start of the game.  Two factors affecting their performance are visibility and location.

Visibility:  Because of the night visibility rules, the Axis units may have time to move out of range of the ship guns before daylight arrives.

Location: This concerns the ability to get the Destroyers onto the border line so they have more flexibility on which section cards can activate them.

Once daylight arrives the Destroyers have a range of eight hexes, so their maximum firing range is row ten.  Of course, that is their maximum range, but their effective firing range (of 2D attacks), is actually row six.

4.  There is a Temporary Medal Objective at the Romanian HQ on row 13. If you keep pushing in that direction to keep pressure on the enemy, it should afford you some success.

5.  Each of the enemy Artillery is worth two! victory points, so target them when you can.

6.  Because the enemy has three very powerfully placed artillery, and you have a lot of artillery, your plan will have to be to so overwhelm the artillery that you are able to take them out with your superior numbers before they take you out with with their superior firepower. 

7.  Possible Attack Vector: completely by-pass the territory controlled by the enemy Artillery when you do your para-drop.  Aim for the back of the battlefield around the Romanian HQ, and the town of Novi Bilvari. There are plenty of Infantry units to take out, while you wait for daylight to arrive, so that your Destroyers can engage with the Artillery batteries.

Big Picture Strategy:

1.  This is a Breakthrough game. 
The field of battle is very deep. It is more than likely your troops are not going to be placed where they need to be.  Therefore, all the section cards which allow you to attack in one section and then move units anywhere, are your friend.  In the beginning of the game it is actually as important to make use of cards that might have limited attack power (like 1 or 2), but allow you to move two units around.  This will allow you to get them into play.

2.  Nightime attack rules. 
The game starts in complete darkness, where you can only attack units that are next to you.  We know that daylight is definitely an advantage for the Allies, because once you reach full daylight, the power of the Destroyers begins to be felt, as they can reach out to row 10, and pummel you from above.  But what about Nightime settings from 2-5?  These are actually better for the Axis, as it allows them to use their Artillery and attack at a distance any of the Allied Infantry coming for them.  Because the Allied Infantry can move two hexes and still battle, they can very quickly get to the Artillery an overwhelm them.  So allowing some range attacks up to 3 hexes away is good for the Axis Artillery forces.  (See pic2 above)

medal axis

Axis Strategy:

1.  Your first defensive objective is to respond to wherever the Allied paratroopers happen to land.  Respond immediately with available Infantry and Artillery to address the threat.

2.  Bring your reserve units into play as soon as you can by moving the rear units forward on the map.

3.  Because each Artillery unit is worth two! Medals, you will need to protect them in some way.  Either move them back from the Destroyers’ range, or protect them from Infantry attacks by bringing your own Infantry into play.

4.  The enemy forces are elite, so they can move two hexes and still attack. So be aware of this so that a single Infantry unit doesn’t get surrounded and destroyed.

5.  It is going to take an average of six turns before the daylight arrives and the Destroyers are fully activated to row 10. This will give you time, if you want to, to move your Artillery further back on the battlefield out of their range. 

Battle Reports

15
BR - Soviet Raid

Author:

Days of Wonder

Closing the Gap

Closing the Gap

Memoir 44 scenario Closing the Gap

The Battle of Closing the Gap near Falaise from August 19–22, 1944, marked the final phase of the Falaise Pocket, where British, Canadian, Polish, and American forces worked to encircle and destroy retreating German units in Normandy.

Fighting was intense as the Allies tightened the noose, with the Polish 1st Armored Division holding key high ground at Mont Ormel against desperate German breakout attempts. Despite some Germans escaping, the Allies captured or killed tens of thousands, crushing what remained of German Army Group B in the West.

Closing that pocket slammed the door on the German army in Normandy—choked ’em off, chewed ’em up, and cleared the road straight to Paris. From there, it was full speed ahead into the heart of France.

~~ General Howitzer

6 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

The Battle of Normandy

Codename:

Operation Tractable

Summary:

Objectives:

6 VP’s, plus Territorial Objective Medals for Allies, and Exit Objectives for Axis

Battlefield:

Countryside with a road and the Dives River cutting off the Axis forces from their objective.

Troops:

Allies – 8 Infantry, 3 Armor

Axis  – 10 Infantry, 2 Armor

 Special Rules:

Rescue attempt aspect: Each side may order up to 2 armor units into battle as Armor Breakthroughs. Axis armor units that are sent in to rescue cannot escape through any of the Exit hexes.

Overall Strategy

This game is interesting because each side is given the opportunity to bring in two Armor units into the battle, right into the heart of the enemy territory.  And so within the first couple of turns it is a crazy mixed-up battle with enemy forces attacking from multiple directions. You must learn to engage in a two-front war.

medal allies

Allied Strategy:

1.  The challenge for the Allies is to get your forces across the bridges. Otherwise, you will be blocked and congested in your attack efforts. Of course, you also have to deal with the enemy armor that will show up on your end of the battlefield.

2.  If any of the original Axis forces (not the ones which spawned on that side) make it across the river, you must prevent them from exiting. 

3.  You can hide out in the towns near the river for a while and attack the enemy forces in an attempt to degrade their fighting ability, but eventually you may have to cross over and attack if the enemy doesn’t come to you.

medal axis

Axis Strategy

1.  On your right flank, you are evenly matched with the Allied forces with four Infantry units each. Due to their congested starting postion, there is an opportunity to move in and claim control of the town of Moisy and prevent the Allies from getting objective medal without a bitter fight.  Then from there, it is a short 3 hex run to exit through the Exit hex and gain a medal.

2.  You have a lot of forces, but you will need to get them up to the river to attack the enemy. But keep some in reserve to deal with the enemy forces that will show up to rescue their troops.

Battle Reports

19
BR - Closing the Gap

Author:

Days of Wonder

Operation Market Garden (Overlord)

Operation Market Garden (Overlord Map)

Operation Market Garden, fought in September 1944, was a major Allied offensive during World War II aimed at ending the war quickly by capturing key bridges in the Netherlands and entering Germany’s industrial heartland.

The operation combined a massive airborne assault (Market) by British, American and Polish paratroopers with a ground advance (Garden) by British XXX Corps. The goal was to seize bridges over several rivers, including the Rhine at Arnhem, to create a direct route into Germany.

Listen up, men—Operation Market Garden was bold, daring, and damned near brilliant on paper. Our boys dropped from the sky and stormed bridges across Holland like thunder on the move. They seized their early targets with guts and grit—but at Arnhem, the lion met the cage. The British 1st Airborne fought like hell for every inch, surrounded, outgunned, and cut off from relief.

In the end, the last bridge stayed in enemy hands. The link-up failed, and what was meant to end the war early turned into a costly lesson in overreach. We aimed for glory—and came up “a bridge too far”.

~~ General Howitzer

13 VP’s

Card Balance:

Allies – 13 (!)

Axis – 3 (!)

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

Netherlands

Year:

1944

Theater:

Western

Campaign:

Codename:

Operation Market Garden

Summary:

Objectives:

13 VP’s with Temporary Majority Medal Objectives for whomever holds the majority of the 13 town hexes; plus Turn Start Temporary Uncontested Medal Objectives for the three key bridges.

Battlefield:

Countryside with many roads, towns, rivers, and forests

Troops:

Allies  – 20 Infantry, 8 Armor, 1 Artillery

Axis  – 17 Infanty, 7 Armor, 1 Artillery

 

  medal allies

Allied Strategy:

1.  The Allies have an overwhelming tank force on their right flank. They will need to attack vociferously and eliminate all enemy forces in that section, so that they can turn their armor to attack the central sections. 

2. You can get some early medals by attacking the enemy forces which were surprised and surrounded by your forces in the left and right sections. There are two infantry units on each side which you can quickly take out, and gain some early medals.

3.  Watch out for the Tiger Tank on your left flank. It can only be taken out with two successful rolls, first an armor or grenade roll, and then the second roll must be a grenade.

medal axis

Axis Strategy

1.  As Axis, because of the surprise nature of this attack, you only start with three Combat Cards vs. the Allies 13!.  But every time you take out an Allied unit, the Allied Commander loses a card (which you get to pull from his hand), and you are given a new card from the deck (not the one from his hand) and your total cards to use each turn increases.  So as the battle progresses the card ratio will begin to even out, until eventually the Axis will have more cards than the Allies.  Cards are attack-ability, so your attack-ability will increase, as the other’s declines.

2.  Your tanks, since you were not suspecting the airborne attack, are not in play at the start of the game. You will need to use some of your early turns to get them into attack positions.  And because the tanks can only move two hexes in this scenario (unless start and ending on a road, when they can move 4 hexes), it will take two to three turns to get them into place. So you need to start early.

3.  Control of the three bridge medals is based on being either on the bridge hex, or in the nearby vicinity of the six hexes surrounding it.  But note that if the enemy is able to get into the proximity of the bridge, you will lose that bridge medal until you clear them out. If the bridge is contested, then no one gets the medal. So keep the enemy forces well away from your bridges!  

Battle Reports

1
BR - Op. Market Garden

Author:

Days of Wonder

Link: