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:

Twin Villages

Twin Villages

Memoir 44

The Battle of the Twin Villages took place in December 1944, during the Battle of the Bulge in World War II. Located near Krinkelt and Rocherath in Belgium, these “twin villages” became key defensive positions for American forces as German troops launched a surprise offensive in the Ardennes.

U.S. infantry and armored units held strong defensive positions in the villages, facing fierce attacks from German forces, including tanks and infantry. Despite being heavily outnumbered and subjected to intense artillery fire, the American defenders managed to delay the German advance through skillful use of terrain and resilient fighting.

At Krinkelt-Rocherath the Germans thought they could roll through and keep their offensive charging forward—but the men dug in there had other ideas. Those towns became roadblocks of fire and steel. The resistance was fierce enough to choke the enemy’s advance, bleed their momentum, and give the rest of our forces time to regroup and fortify the Ardennes. That stand wasn’t just stubborn defense—it was the kind of fight that blunted the Bulge and helped turn the tide toward ultimate Allied victory.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Winter / Countryside

Context:

Historical

Location:

Belgium

Year:

1944

Theater:

Western Front

Campaign:

Ardennes

“Battle of the Bulge”

Codename:

Unternehmen Wacht am Rhein 

Summary:

In Twin Villages, the Axis commander begins with almost all of their forces locked behind a wall of forest. The goal for Axis is to get out of the forest as quickly as possible in order to be prepared for battle. For Allies, the goal is to take out as many Axis units as possible before they break free.

Objectives:

6 VP’s ; no territorial medals

Battlefield:

The twin villages of Krinkekt and Rocherath are in the center of the map, and provide cover for whomever can control them. There is a large forest towards the Axis side, blocking their initial movement.

Troops:

Allies – Infantry 9, Armor 3, Artillery 1

Axis – Infantry 9, Armor 5

Allied Strategy

1.  Remember, that historically, the Allies are on the defensive early in this campaign. But you have the opportunity to score some hits with your advance Infantry units, before you are forced to pull back. Once you remove (or lose) your Infantry at the Lausdell Crossroads, the path is clear for your tank to blast any enemy units that attempt to make their way up through the gap in the trees.

2. Early goals are to get your Infantry into the Twin villages, prepared to defend. Also, get your tanks mobile on the flanks to prevent any advances from the enemy.

Axis Strategy

1.  Mobility is the first order of the day. Your Infantry and Armor are congested and need to start advancing.

2. Your infantry at h8 is only two hexes from the enemy, with no means of retreat. You need to move and attack with that unit ASAP.

3.  Your right flank is very weak, with just a single infantry unit. Do not launch attack there until you move more units into the section. Once the infantry advances into the woods, your back row will be clear for the armor to move out into attack position on the right flank.

4. An early goal will be to target the two advance Allies infantry near the Lausdell Crossroads.

5.  Until you get the gap cleared on the way to the Crossroads, your armor is trapped in the woods, and it will take you two turns to get them into play.

Battle Reports

(percentage of Allied victories):

57%

9
BR - Twins

Author:

Days of Wonder

Link:

Toulon

Toulon

Scenario_Toulon_start_Allies

The Battle of Toulon (August 20–26, 1944) was a key engagement during the Allied invasion of southern France in World War II, as part of Operation Dragoon. The objective was to liberate the strategic port city of Toulon, essential for supplying the advancing Allied forces.

Now here’s a fight that showed the grit of France reborn. General de Lattre and his men from the French Army of Africa hit Toulon like a hammer on an anvil. The Germans had dug in—guns, bunkers, street traps—you name it. Every block was a battlefield. But the French didn’t flinch. They fought yard by yard, with their artillery pounding and the Navy blasting from offshore.

Six bloody days later, the tricolor flew over the port, and the German garrison laid down its arms. Toulon was free, Marseille followed, and the Allies had their supply lifeline to drive deeper into France. It wasn’t just a victory of arms—it was France standing up, shoulder to shoulder with her liberators, and proving she still had fire in her soul.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Mediterranean

Campaign:

Codename:

Operation Dragoon

Summary:

Objectives:

6 VP’s, plus the City of Toulon

Battlefield:

Because of the two sets of thick hilly forests cutting across the left and right flanks at an angle, it limits movement of both forces from section to section. Thus proper placement of troops in the early moves of the game can have a dramatic effect on its final outcome.

Troops:

Allies – 10 Infantry, 4 Armor

Axis – 10 Infantry, 1 Artillery

 

medal allies

Allied Strategy:

1.  The key objective for the Allies is to capture the town of Toulon. If the Allies occupy three of the town hexes at the end of any turn, they win immediately. So, besides the need to simply destroy Axis units, the Allied player should keep up a relentless push toward the center section which contains Toulon. This will force the Axis player to not only defend individual hexes, but also to move troops toward defending the center, thus dislodging some from behind sandbags.

2. The most imminent need for the Allies is to get their infantry away from the back wall and into the fight against the two sandbagged hexes right in front of them. Any retreat flags thrown by the Axis powers will increase odds of a hit from 50% to 67% against the Allies.

medal axis

Axis Strategy:

1.  Because the Allies have four Armor units, the Axis are outnumbered. So the scenario is primarily defensive. Given the right cards, some offensive operations may be possible. But historically, the Germans had to eventually pull back, so be aware, and be careful.

2.  Your forward infantry in the center section may get overwhelmed by the Allies, so you will want to get in your hits while you can. If appropriate, you may consider a strategic retreat to let your infantry fight another day.

3. Because you are outnumbered in terms of forces, your best chance of scoring hits will be to remain in your defensive positions and hit the enemy as they approach.

4. Be sure to protect the four hexes of Toulon, for should the enemy gain control of three hexes, you will lose instantly.

Memoir 44
Classic Battle Reports

(percentage of Allied victories):

66%

27
BR - Toulon

Author:

Days of Wonder

Link:

Sword Beach

Sword Beach

Scenario_SwordBeach_start_Allies

June 6th, 1944—Sword Beach. The British came in swinging on the eastern flank of Normandy, and they made it count.

Under General Miles Dempsey, the 3rd Infantry Division, backed by tanks, naval guns, and airborne troops, hit that beach like a battering ram. Their mission? Take the beach, punch inland, link up with the Canadians on the left and airborne boys on the right, and grab the city of Caen.

They ran headfirst into resistance from the German 716th Infantry, dug in and waiting. But it didn’t matter—Allied firepower and planning turned those bunkers into scrap. The Brits cleared the beach, pushed several miles inland, and set up a strong foothold by nightfall.

They didn’t take Caen on Day One—but they owned Sword Beach, and that was the damn prize. That success helped anchor the whole eastern flank of the invasion and gave us the momentum we needed to crack open Nazi-occupied France.

Sword Beach was no walk in the park—but it was a well-executed, hard-hitting assault that helped open the gate to Western Europe.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 5

Axis – 4

Complexity:

2

Conditions:

Beach

Location:

Normandy

Year:

June 5th, 1944

Theater:

Western Front

Campaign:

D-Day Invasion

Codename:

Overlord

Summary:

Like all Normandy beach invasions, this is a battle between well-defended but overwhelmed Axis forces who are trying to slow down the Allied onslaught.

Objectives:

This is a five VP game with three town hexes as Objective Medals. The goal for the Allies is to get to the town VP Objective hexes ASAP, and for the Axis it is all about slowing down the Allied advance enough to get a few knockout Tactic cards against them.

Battlefield:

Sword Beach has no hills or bluffs to slow the Allied advance off the beach

Troops:

Axis –
6 Infantry,
1 well-placed artillery in the center of the field,
1 badly positioned armor unit stuck in the corner behind a forest.

The Allies –  9 Infantry,  3 Armor

Allied Strategy:

1.  As with all beach scenarios, the challenge is for the Allies to get off the beach as quickly as possible.

2.  The three! objective medals in the towns against the back border represent a clear and compelling goal for the Allies. If the Allies can maximize their movement cards off the beach and blitz past the defenders for the town hexes, victory can be had rather quickly.

3.  The Axis artillery in the center of the battlefield is very dangerous and unless the Allies have an excellent set of cards, should not be attacked. The best strategy – as indicated by Alexis Beuve in the Memoir 44 Tactics & Strategy Guide is to attack on the flanks in order to avoid the devastating pounding from the centrally placed artillery.

4.  You have three Elite Infantry which are capable of moving two hexes and still attacking. This is imminently valuable for a beach assault. They all start way back in the ocean hexes, but if you take the time in the early gameplay to get them moved forward, they will help you to quickly approach and attack the enemy forces.

5.  Possible Attack Vector:  split your forces in a “V” formation, and send half to the left, and half to the right, so that you can avoid the enemy Artillery in the center sector.  It is set so far back from the beach that if you try to assault it with your Infantry, they will get decimated before they get close to it, so unless you have a Bombard or Airpower card, it is best to avoid it. 

Axis Strategy:

1. The Axis armor in the corner is hidden away and of no use. Therefore, as early as possible, the Axis needs to move the tank into the forest hex, where it will have to stop for one turn. But from there it can make its way out to the battlefield. The decision as to whether to place the armor in the center section or the right flank, will depend in part on where the Allies choose to deploy their forces. But once this armor gets out the Axis player should be able to score one or two VP’s, especially if he catches the Allied forces while they still have their back to the water, resulting in some no-retreat hits.

2. Use your artillery as much as possible, before the enemy takes it out with Barrage or Air Power, or an Infantry Assault. This will be one of the Allies’ early objectives. So use it well while you have it.

3. Should you pull your infantry from the back row where they are defending Objective Medals? Early on, if you have the opportunity, they could bolster your forces which are trying to prevent the Allies from coming off the beach. But once the full scale Allied invasion begins to form, they will be sitting ducks in the open terrain, and should be pulled back to guard a Medal Objective.

Battle Reports

(percentage of Allied victories):

46%

16
BR - Sword Beach

Author:

Days of Wonder

Link

Suomussalmi – Russo-Finnish War

Suomussalmi

scenario_Suomussalmi_start

Let me tell you about Suomussalmi, a frozen corner of Finland where, in the winter of ’39, a handful of tough, stubborn Finns showed the world how a smaller force—if it’s smart, fast, and mean enough—can tear a lumbering giant to pieces.

The Russians came in heavy, marching two full divisions down those narrow forest roads, thinking they could just roll over Finland and split the country in half. But those Finns didn’t fight the war the way the textbooks said. They didn’t stand still and get crushed. They moved. They lived on skis, slipping through the woods like ghosts, striking the Soviet columns where they were weakest—supply lines, roadblocks, isolated pockets of troops.

While the Russians froze in the open and bogged down in snowdrifts, the Finns carved them up piece by piece. They cut those long Soviet columns into little “motti” bundles—isolated groups with no food, no ammunition, no rescue. And then they finished them.

By early January, the Finns had smashed one Soviet division entirely and sent the other running back the way it came. What happened at Suomussalmi wasn’t luck; it was proof that speed, ingenuity, and the will to win can turn a frozen forest into a fortress and a small army into a battering ram.

The Finns didn’t just win a battle—they delivered a lesson every commander ought to remember:
Victory belongs to the side that fights smarter, moves faster, and never stops hitting.

~~ General Howitzer

6 VP’s

Card Balance:

Russian – 4

Finnish – 6

Complexity:

3

Conditions:

Winter

Location:

Finland

Year:

1939

Theater:

Eastern Front

Campaign:

Russo – Finnish War

Summary:
The Finns switched sides during WW2, all in the name of defending themselves.  

Objectives
Six VP’s, plus if the Finns occupy three of the four hexes of Suomussalmi, they win immediately, which I have done, and is a very satisfying win.

Battlefield
The battlefield for this scenario is marked by three frozen rivers cutting across the field of play and creating hazardous conditions for troop movements.

Troops:
Finns: 10 Infantry, 1 Artillery
Russians:  10 Infantry, 2 Armor, 1 Artillery

Allied Strategy:

Allies must defend the town of Suomussalmi, as it will be instant defeat if the Axis occupies 3 of the 4 town hexes. But the town is heavily defended with sandbagged troops, so do not try the attack unless you are able to assemble a strong force with powerful Combat cards.

Axis Strategy:

Axis (Finnish) ski troops have a major movement advantage. They can move 0-3, and fire at 3 or 2. Plus they can move onto any terrain and still fire. So your infantry movement cards will allow you to quickly mass your troops for an attack.

Battle Reports

(percentage of Allied victories):

54%

9
BR - Suomussalmi

Author:

Days of Wonder

Link: