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

🔥 Winning as Allies

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.

🔥 Winning as Axis

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%

26
BR - Cobra

Author:

Days of Wonder

Link:

Moyland Wood (Operation Veritable)

Moyland Wood (Operation Veritable)

The Battle of Moyland Wood, part of Operation Veritable, took place in February 1945 near the village of Moyland in Germany. It was a significant engagement between British and Canadian forces of the Allied 21st Army Group and German forces as the Allies sought to clear the Reichswald Forest and advance into the Rhineland. The battle featured British and Canadian forces facing German defenders, including the 116th Panzer Division.  Fierce fighting in dense woods and muddy terrain saw the Allies overcoming stiff German resistance and counterattacks.  The Allies secured Moyland Wood, enabling their continued advance toward the Rhine.  The battle highlighted the challenges of wooded combat and the importance of infantry-armor-artillery coordination.

General Howitzer summarizes:
Moyland Wood was an awful grinder—thick trees, knee-deep mud, and a dug-in enemy hell-bent on stopping us. The Brits and Canadians went toe-to-toe with the 116th Panzer Division, hacking through the forest under fire. It was slow, brutal work, but they pushed the Germans back and took the wood. That fight proved one thing: in terrain like that, you’d better have your infantry, tanks, and artillery working like a single fist—or you’re dead in the mud. With Moyland secured, the road to the Rhine was wide open.

6 VP’s

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

Codename:

Operation Veritable

Context:

Historical

Location:

Germany

Year:

1945

Theater:

Western

Campaign

Codename:

Operation Veritable

Summary:

Objectives:

in this scenario is the town of Louisendorf and its victory points. The forms the crux of the battle strategy in many cases.

Battlefield:

Moyland Wood has a range of hilly hexes cutting across diagonally. There are two Axis VP’s right in the center town hexes. The Allied forces are scattered across the battlefield, in control of several hills, thus slowing down the forward advance of the Axis forces toward the VP town objectives.

Troops:

Allies – 10 Infantry, 5 Armor, 1 Artillery

Axis – 9 Infantry, 4 Armor, 2 Artillery

🔥 Winning as Allies

1. The number one objective for Allies is to not easily surrender Louisendorf and its victory medals. As one is able, some of the center infantry should be placed into the town.

2. The round begins with the Allies scattered across the battlefield with no cohesive organizing principle. They will need to very quickly assemble and organize for an attack strategy before the Axis picks off the individual units. The Allied player needs to spend some time just arranging the troops into a battle plan.

3. At the start of the game, the advanced Allied infantry in the center section should really pull back into the town of Louisendorf for two reasons: first because the advanced unit is subject to multiple attacks from nearby Axis units with very little of its own supporting units to help support it, and second, in order to solidify a defense in the town.

4. Be wary of the well-placed artillery on your left flank, and the sandbagged infantry in the woods. It is really a losing battle to attack that flank unless you have an outstanding set of attack cards for that section.

5. Note that the ridge-line on your left flank is within the two-dice hex range of the artillery. So should you think about placing your armor on the point, which would make a great offensive and defensive position, if the enemy has the right combination of cards that flank, they will be able to attack and degrade the armor fairly quickly.

🔥 Winning as Axis

1. Number one objective for Axis is to target the town of Louisendorf and its VP. The Axis begin the game with an outstanding offensive & defensive position on their right flank. Use it early on to hit the Allied units which are pressed up against the back boundary. Without a retreat option, the odds increase nicely for some successful kills.

2. Note that your forces on your left flank are fairly exposed, and backed up agains the boundary.  Should the Allies get some armor on the hill facing your forces, they will be able to deal some damage rather quickly.

3. As cards allow, gather your forces for an assault on the center, with the town hexes as your objective. And while the enemy is distracted defending for the impending attack, use your overwhelming firepower on your right flank to pick off units and gain one or two VP’s.

29
BR - Moyland Woods

Author:

JBorg

URL

Montelimar

Montelimar

scenario_Montelimar_start_Axis

The Battle of Montélimar (August 21–28, 1944) occurred as Allied forces, advancing quickly north from the Operation Dragoon landing beaches, sought to disrupt the German retreat along Route N-7, a critical supply and escape route near the Rhône River. The battlefield featured a mix of open farmland, rugged hills, and strategic chokepoints.

By August 22, skirmishes intensified as both sides probed each other’s strength. On August 24, German forces gained a critical edge after capturing detailed Allied operational plans. Despite this intelligence, their ambitious counterattacks on August 25 faltered. Efforts to cut off American forces and secure key terrain like Hill 300 and the Condillac Pass achieved mixed results. While some German gains were made, they were driven back by American artillery. Conversely, Allied attempts to sever N-7 were repelled by strong German counterattacks, leading to a tactical stalemate.

That fight was no game of chess—it was a brawl for the lifelines out of there. Both sides knew whoever held those escape routes held the keys to the whole sector. We clawed and fought for every inch, and in the end, that struggle fed right into the bigger job—kicking the enemy out and driving on to liberate southern France.

~~ General Howitzer

6 VP’s

card

Card Balance:

5 – 5

Complexity:

3

Conditions:

Countryside

countryside

Location:

Southern France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Invasion

Codename:

Operation Dragoon

Summary:

Objectives:

Six VP’s, plus terriotorial objective medals for the Axis if they capture the towns, and for the Allies if they reach the river’s edge.

Terrain:

The Montelimar scenario has 5 hllly hexes dominating the center of the field of battle, plus several nearby hills. The side which controls this has some hope of reaching their objectives, whether it is the victory point towns, or the victory point riverway.

Troops:

Allies – 9 Infantry, 2 Armor, 1 Artillery

Axis – 9 Infantry, 4 Armor, 1 Artillery

medal allies

🔥 Winning as Allies

1.  The Allies begin the scenario in control of the central hilly hexes, which gives them an immediate edge. This is only blunted by the fact that the Axis are able to move first. If they get the right cards, such as an Assault in the Center or an Infantry Assault command card, they can make an immediate bid to challenge that central control.

2. Note that the hills on the right flank are impassable. This makes the right section almost its own battlefield. If the Axis get an attack advantage down that lane, they will be able to reach the Objective Medal in the town of Grane.

3. If you hope to hold the right flank, you will need to get a unit into the forest at K4.  A Probe on the Right would allow you to swap places quickly by moving Infantry at L2 to K4, and Infantry K1 to L2

4.  The killer move is to station a unit on the hill (h6) next to, or on the hex (i6) in Condillac Pass.  Then when you are ready to finish off an enemy unit to gain your fifth medal, then also move your other unit from the sixth row hexes where they have been waiting, right up to the Rhone River to capture your sixth medal as a territorial objective!

 

medal axis

🔥 Winning as Axis

1.  Both of your flanks are strong compared to the Allies. So advance down those if you can, as they each also have an objective medal waiting for you at the end. However, your right flank is guarded by Allied artillery, so the left may be the place to make your biggest push.

2.  You need to take control of the hill in your central section. Your forces are pressed up against the Rhone River and subject to no-retreat hits.

3.  Attack Vector: left flank.  Because the hill hexes of the Condillac Pass are impassable, your entire left flank is its own battlefield.  Should you have the right combination of attack cards, you could pick up three medals by dominating that sector.

 

 

Battle Reports 
(percentage of Allied Victories):

54%

20
BR - Montelimar

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

🔥 Winning as Allies

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

🔥 Winning as Axis

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%

23
BR - Mount Mouchet

Author:

Days of Wonder

Link:

Red Barricades Factory (Stalingrad)

Red Barricades Factory (Stalingrad)

By October ’42, the Germans were throwing more and more of their 6th Army into the meat grinder at Stalingrad. On the 22nd, the 79th Infantry, backed by engineers, tanks, and guns, went charging across the railroad embankment straight at the Red Barricades Factory.

It was hell—Russian snipers in every shadow, tanks dug in like fortresses, fire pouring in from every angle. The Germans clawed their way forward inch by inch, breaking the Soviet line by sheer weight. But after all that blood and fury, by nightfall they had only managed to seize a corner of the factory. A costly gain, proving again that in Stalingrad, every brick was paid for with lives.

~~ General Howitzer

10 VP’s

Card Balance:
Allies – 3
Axis – 5

Complexity:

5

Conditions:

Urban / Winter

Location:

Stalingrad

Year:

1942

Theater:

Eastern Front

Campaign:

Battle of Stalingrad

Summary:

The scenario is complex battle with a lot of different terrain, both urban and winter, that complicates troop movement. There are also snipers which add an extra element of suspense.

Objectives:

10 VP’s , including 3 Objective Medals for either side

Battlefield:

Battlefield is the Red Barricades Ordnance factory in the winter, surrounded by rubble.

Troops:

Allies – 9 Infantry, 2 Armor, 2 Artillery, and 2 Sniper

Axis – 9 Infantry, 4 Armor, 2 Artillery, and 1 Snipers

🔥 Winning as Allies

1.  You can quickly grab the Medal Objectives which are very close to you in the city ruins and the factory, and then try to hold them for the game. This will give you an early advantage and force the enemy to come to you, and fight against you while you are in a well-protected positions.

2. You have two Snipers which can fire five! hexes away. You can use them to harass the enemy and force them to pay attention to the Sniper, even though it doesn’t count as a VP, thus diverting energy away from other units.

3.  Use your forward infantry to attack the enemy before they destroy you.  At two hexes away, you should be able to get some good hits in first.

4. The strategic reality is that your forward units will get destroyed rather quickly, so the real battle will take place along the second front in rows 3,4,5 where you have armor protected behind sandbags, and city ruins for your infantry.

5.  Give careful consideration before moving your armor away from their sandbags. The enemy outnumbers your armor two to one, and once they become mobile, will be coming for yours.

6.  This scenario makes it easy for Allies to quickly grab 4 medal objectives by entering the town and factory hexes, but the trick comes in trying to hold them. The enemy will push through your first line of defense pretty quickly, and then you will need to hold your second line on rows 3,4,5, in order to prevent the enemy from taking out your units on those town and factory hexes.

🔥 Winning as Axis

1.  Mobility is the first order of business when you start. In fact, at the start of the game, the Axis have 16 units, and not  a single one can retreat. [ Admiral Frigate ] You have a lot of firepower stuck against your back wall, and hidden behind the hills.  You need to move it out and begin attacking the Allies immediately.

2.  You have three no-retreat Infantry units that are only two hexes away from the enemy.  You either need to bring your Armor up between the enemy and your infantry, or, better yet, move in and attack the enemy at close assault range.

3.  Once you get some mobility going to avoid the no-retreat attacks, you can use your Artillery to degrade the forward enemy units which are barricaded in the City Ruins.

4.  Use your Sniper to good effect. They can move two and battle against Infantry, hitting on grenade, infantry, or star dice faces, increasing your odds of a hit to 67%.

5. Most of the middle game of this battle will take place with your forces arrayed across the sixth row, while the Allies are defending from rows 4 and 5. So once you take out the advanced Allied forces, you can overtake those same city ruins and launch your attack from there against the Allies.

Battle Reports
( percentage of Allied victories ):

57%

29
BR - Barricades

Author:

Days of Wonder

Link: