Sainte-Mere-Eglise

Sainte-Mere-Eglise

scenario_StMereEglise_start_Allies

“Listen up! On June 6th, 1944—D-Day—the boys of the 82nd Airborne Division as part of Operation Neptune, jumped out of those planes and straight into history. Sainte-Mère-Église—that was the prize. Those paratroopers were dropped right on top of the town, some hanging from steeples and some dropping straight into Germany’s lap!

But those boys didn’t flinch. They fought like hell, street by street, house by house, until Sainte-Mère-Église was ours. That town was the first piece of France to taste freedom again, and by God, it stayed that way.

They didn’t just take a town—they choked off German reinforcements and cleared the way for the boys coming in at Utah Beach. That’s how you make a landing stick, boys—you seize the ground, hold it like a bulldog, and keep moving forward! Sainte-Mère-Église was just the start of the march that would bring Hitler’s Reich to its knees!”

~~ General Howitzer

4 VP’s

card

Card Balance:

Allies – 5

Axis – 4

Complexity: 

2

Conditions:

countryside

Location:

France

Year:

June 6th, 1944

Theater:

Western Front

Campaign:

Normandy Campaign

Codename:

Operation Neptune

Summary:

The option to drop paratroopers in either of the three sections at the start of the battle makes for a very interesting strategy, and a battle that varies quite a bit from game to game. Is there a better choice between dropping the paratroopers in the center section, or left or right flank? It comes down to the cards in your hand. So before you do the para-drop, check your cards, and determine where your most likely result of overwhelming force will occur. Combine a strong set of cards, with the presence of 3 or 4 additional infantry, could turn the tide in favor of the Allies.

Objectives:  4 VP’s

This is a four VP game, so there it is fast, and there is no room for mistakes. It is not so much about strategic positioning; it is about hitting the enemy hard and fast.

Terrain:

Countryside with forests on each side of the town of Mere-Eglise in the center section.

Troops:

Allies – Infantry, 6 -10, depending on the success of the paradrop.

Axis – 9 Infantry, 1 Armor

medal allies

Allied Strategy:

1. Check your cards before you drop. Then use the drop to give even more power in your strong section. However, note that there is no guarantee that all four paratrooper units will survive the drop. You may end up with half of the force you expect. And you must be prepared for that contingency, should you drop them in the midst of enemy forces. A good commander prepares for this eventuality.

2. Your center section infantry should be ready to deploy in either direction, depending on enemy actions.

3. If you can maximize your firepower in one section, and quickly destroy the enemy, then you may have enough time and movement to bring your forces to strengthen the attack in the next section.

4. The Allies control five cards to the Axis four, so the principles of flexibility and responsiveness are on your side.

medal axis

Axis Strategy:

1.  You are going to have to respond to the surprise attack by the Allies before you can do much else. But as soon as you have a chance, move your Armor out into the battle.

2.  You will have superior forces on whichever side they did not drop into, so do what you can to get your four kills before their forces overwhelm you. Your armor will be essential to the win.

 

Battle Reports

(percentage of Allied victories):

62%

24
BR - Eglise

Author:

Days of Wonder

Rzhev – The Meat Grinder

Rzhev (the Meat Grinder)

scenario_Rzhev_1turn

“Listen up, men! The Battle of Rzhev in that God-forsaken winter of ‘42 was a real bloodbath—some called it the ‘Rzhev Meat Grinder’ and they weren’t kidding. Those Russians threw everything they had at the Germans, trying to smash their lines and give Stalin a breather for Moscow. But the Germans had their trenches dug deep and those Red boys paid for every inch of dirt with buckets of blood.

The snow and ice turned the whole mess into a living hell—no damn place for a man or a tank. Despite all that, the Soviets never stopped coming. Sure, they didn’t take Rzhev right then and there, but they hammered the Germans so hard they finally had to pack up and haul ass out of there later on.

So here’s the lesson, boys: courage is the fuel, and persistence is the blade—but even the toughest steel can wear down when you keep pounding it. The Rzhev campaign was brutal, but it was one more nail in the coffin of that damn Nazi war machine.”

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

4

Conditions: 

Winter

winter

Location:

Russia

Year:

1942

Theater:

Eastern Front

Summary:

Rzhev is a complex scenario recreating the Soviet counter-offensive with a 10 VP goal. This requires a long-term plan, as quick tactical hits will not win such a long battle.  Night rules are in effect.

Objectives:

10 VPs,
including Objective medals for both Axis and Allies, plus Exit objectives for Allies.

The town of Belyi is a temporary medal objective worth 1 medal for both sides. If any unit occupies any of the three hexes marked with an ‘A’ they gain a medal irregardless if an opponent occupies any of the other hexes. Both sides can earn 1 medal at the same time.
The town of Rzhev is a temporary medal objective worth 2 medals for both sides. If any unit occupies any of the 3 hexes marked with a ‘B’ they gain 2 medals irregardless if an opponent occupies any of the other hexes. 

Terrain:

The Axis forces already control much of the battlefield, as sandbagged troops who are very difficult to dislodge, while the Russians are pressed up against the wall.

Troops:

Allies – 10 Infantry, 5 Armor, 2 Artillery

Axis – 9 Infantry, 2 Armor, 1 Artillery

medal allies

Allied Strategy:

1. Big picture strategy for the Allied forces is to concentrate your firepower on the towns of Belyi and Rhzev.  Once you take out the enemy you will gain not only points for destroying units but also objective medals for controlling the towns.

2.  You can attack the well-protected Axis Infantry units by placing your Armor in the forest and degrading them over several turns. Time is on your side, so there is no need to rush the attack until you are ready.

3. The Axis have a sniper (as do you).  Because they are lethal at five hexes away, and can slowly degrade your troops, you need to move armor in close proximity and take him out.

4. You have a well-placed Artillery right in the center of the battlefield.  Use it at every opportunity to take out enemy forces. If you get the chance to concentrate firepower using a card like Firefight, Barrage, or Airpower, then use it to destroy the enemy Artillery against the back border before it moves forward. 

medal axis

Axis Strategy:

1.  Because this is a Russian counter-attack scenario, the Germans are primarily in a defensive position and out-numbered. So use your protections well.  You must get your Armor into a good defensive tactical position to allow for mobility when needed, and defense of open terrain in the center and left section.

2. Your artillery is well-placed in the center. Use it to good effect before it is overwhelmed by the enemy.

3.  The Axis begins the scenario with three medals. Keep the enemy out of the towns of Belyi and Rhzev to retain them.

4.  The Russians have a Sniper.  So the best way to deal with him (or her), is to move in armor to block its attack, and pick him/her off.

Battle Reports

(percentage of Allied victories):

31%

21
BR - Rzhev

Author:

Days of Wonder

Russian Breakout

Russian Breakout

The Russian Breakout of 1941, often referring to Soviet counteroffensives following the initial German advance during Operation Barbarossa, marked a desperate but determined attempt by the Red Army to halt the Wehrmacht’s momentum. After suffering massive losses and encirclements, Soviet forces launched breakout attacks—particularly around Kiev, Smolensk, and later Moscow—aimed at escaping German pockets and stabilizing the front.

General Howitzer summarizes it:
The Russians took one hell of a beating in ’41, but instead of folding, they came out swinging—fighting their way out of pockets around Kiev, Smolensk, and Moscow. It was messy, bloody, and half-mad, but it stalled the German steamroller just long enough for winter to slam the door. That breakout didn’t win the war—but it sure as hell kept them in it.

6 VP’s

Card Balance:

Russian – 4

Axis – 6

Complexity:

2

Conditions:

Countryside

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Barbarossa

Codename

Summary:


This scenario begins with both forces arrayed across the battlefield and ready to engage in warfare. If the Russian forces are able to break through to the other side, they can gain a VP for each unit that escapes the battlefield.

Objectives:

Battlefield:

Troops:

Allies – 10 Infantry, 2 Armor, 2 Artillery

Axis – 5 Infantry, 6 Armor, 3 Artillery

Allied Strategy:

1.  As the Russian commander, you are hindered by needing pre-approval on almost everything from the Political Commissar. This will make your card management – responsiveness – much more difficult.  You will need to arrange your forces to maximize mobility, and preserve the multi-sectional and Tactics cards for when you are in a real emergency.

 2.  You are outnumbered in every section except the center, where although you have more units the enemy has more fire-power with three armored units to your one.  But the enemy artillery in the right flank is not protected by the woods, so is a bit weaker. If you have the cards for a breakout on the right, you should pursue it.

3.  Many of your infantry are exposed on the open countryside right in front of the enemy armor. If you can get some of them into the woods, to give you artillery and armor time to weaken the enemy, then your infantry can come out to play shortly thereafter.

4. However, if you get a great set of cards, like Infantry Assault, or center section Assault, you absolutely can overwhelm the armor by your sheer numbers.  If you can get right next to armor with infantry, you are rolling 3D’s, just like them.

Axis Strategy:

1.  Big picture strategy for you is that you have overwhelming armored force, and you should use it before you get overwhelmed by the enemy infantry. 

2.  You need to prevent the enemy from forcing their way through your lines to the exit row. 

15
BR - Russian Brkout

Author:

Days of Wonder

URL

Pruzana

Pruzana

The Battle of Pruzana, part of the larger Eastern Front conflicts in World War II, took place in the area around Pruzana (now in Belarus) during Operation Barbarossa, the German invasion of the Soviet Union, in 1941. German forces, advancing rapidly through Soviet-held territory, encountered Soviet resistance in Pruzana as part of the initial Soviet defenses against the Axis invasion.

5 VP’s

Card Balance:

Allies – 3

Axis – 6

Complexity:

2

Conditions:

Countryside

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Operation Barbarossa

Codename

Summary:

Objectives:
Five VP’s; no Objective Medals.

Battlefield:
The principle feature of the Pruzana scenario are the two tree lines intersecting the battlefield in both a horizontal and a diagonal pattern, providing great cover for both sides.

Troops:
Russians – 7 Infantry, 3 Armor, including one T-34, 1 Artillery.
Axis – 6 Infantry, 6 Armor, 1 Artillery

Allied Strategy:

1.  The Allies can win this one by staying behind their sandbags and resisting and attacking the the Axis forces as they get near.

2.  Make good use of your artillery to degrade the enemy forces as they approach.

Axis Strategy:
1.  As Axis, you need to be wary of the enemy artillery right in the center of the battlefield.  It will be able to strike much of the field of play. So if you get an early Barrage, or Air Power, take it out as soon as you can.  

2.  The big picture strategy is that until the enemy artillery is taken out, your best attack strategy is to move up each flank away from its full power attacks, at the same time as you use your armor to take out the infantry in the woods.

3.  You can use your armor to do long distance degrading of the enemy forces, until they are at a point where your infantry can make an assault across the open fields.

4.  Use your artillery on the right flank at every opportunity.

15
BR - Pruzana

Author:

Days of Wonder

URL

Ponyri (Kursk)

Ponyri (Kursk)

scenario_Ponyri_start

The Battle of Ponyri took place in Ponyri, a small town in the Kursk Oblast of Russia, during World War II. It occurred in July 1943 as part of the larger Battle of Kursk, one of the biggest tank battles in history.

General Howitzer summarizes:

Ponyri was a slugfest in the mud and blood of Kursk—like a Stalingrad on a smaller scale. The Germans threw their Panzers and infantry at that rail junction with everything they had, trying to break through to Kursk, and the Soviets met them with steel, fire, and sheer grit. House to house, trench to trench, they held the line. The enemy never got past it—and Ponyri became the anvil that broke the German spear.

7 VP’s

Card Balance:

Russian – 4

Axis – 6

Complexity:

3

Conditions:

Countryside

Location:

Russia

Year:

1943

Theater:

Eastern Front

Campaign:

Battle of Kursk

Codename:

part of Operation Citadel

Summary:

Objectives:  7 VP’s.

The key to winning Ponyri is controlling the town. It is worth two VP’s. Whichever side controls the town will cause the opponent to waste a lot of troops trying to gain control.

Terrain:

Countryside with forest and hills on one side, mines on the other, and the five-hex town of Ponyri in the center.

Troops:

Allies – 9 Infantry, 4 Armor, 3 Artillery

Axis – 8 Infantry, 7 Armor

medal allies

Allied Strategy:

1. The town of Ponyri is worth two VP’s. You begin with control of it, but since it has 5 hexes, you should take control of the central hex of Ponyri so that you have majority control. This will force the enemy to waste a lot of forces throwing themself against this well-defended town.

2. The Allied role in this scenario is primarily defensive. Use your sandbags and be slow to leave them. But if the enemy begins pummeling your armor on the left flank, you may need to consider a more aggresive approach, if your cards allow it.

3. You have three artillery. Take the time to move them forward one row early in the battle while you still have time, so that they can improve their hit rate against the enemy.

medal axis

Axis Strategy:

1.  Because the town of Ponyri is worth two VP’s! , you should attempt to get your infantry into it pretty quickly, before the enemy occupies all town hexes.  But only take it, if you can keep them there, as they will be surrounded by the enemy on all sides.

2. On your left flank, use the forest and hills to advance your infantry under cover. If you try to make a direct assault in the open countryside, they will get decimated.

3. On your right flank, you have an armor superiority, so you can place yourself behind the mines and continuously degrade the enemy’s strength. But be aware of the artillery on the right. If the Allies move it one row forward, your armor directly behind the row of mines will be subject to 2D rolls against your forces.

4.  When the enemy is sufficiently degraded, you may consider breaching the mines. (Expect some hits, but if you use your elite forces that begin with 4 armor figures, you should have a sufficient survival rate to continue the attack.) If you find the opening, you can push through for direct assaults against the enemy armor. 

Battle Reports:

( percentage of Allied Victories):

54%

21
BR - Ponyri

Author:

Days of Wonder

Link:

Soviet_troops_and_T-34_tanks_counterattacking_Kursk_Voronezh_Front_July_1943

Battle of Kursk
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