Mount Pincon

Mount Pinçon

scenario_MtPincon

“Listen up! In July ‘44, our British allies climbed that Mount Pinçon, the highest ground in Normandy, and they weren’t going to let anything stop them.

That hill was a fortress—machine guns, mortars, and some of the toughest terrain you could imagine. The 43rd Wessex Infantry Division took it step by step, pushing through hedgerows and driving the enemy out of their defenses.

This wasn’t just about one hill—it was about the whole campaign. Taking Mount Pinçon meant commanding the area, opening the door to Falaise and Paris. That’s how you win a fight—you secure the high ground and keep the enemy on the move!

~~ General Howitzer

6 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Mediterranean

Campaign:

Normandy

Codename:

Operation Bluecoat

Summary:

Objectives:

6 VP’s, plus the Mount Pincon

Battlefield:

The terrain is covered with trees scattered across field, with the six hexes of Mount Pincon hugging one border.

Troops:

Allies – 8 Infantry, 4 Armor

Axis – 7 Infantry, 3 Armor

 

medal allies

🔥 Winning as Allies

1.  Historically, the Allies are on the advance and won this battle. So in this scenario, the Allies have one extra armor, and one more Infantry than the Axis. Use your additional strength to push against the enemy forces and put them under extreme pressure.

2.  Watch the corridor on your right flank. The enemy has three armor in that section, and you need to get into the forest next to it to defend.  If they make it past that corridor, they will decimate your infantry forces in the rear.

medal axis

🔥 Winning as Axis

1. Historically, this is a defensive scenario for the Axis, which is why you begin with one territorial medal already secured, which you must defend.  But you can do great damage to the enemy on your left flank with your armor.

2.  Be wary of moving your defensive Infantry in the center section, unless you have a tremendous set of attack cards. You must keep at least two units on the hilltop. If the enemy gets a Behind Enemy Lines card, they could destroy an infantry unit, and then lodge on the hill to get an additional medal, so be careful!

37
BR - Mount Pincon

Author:

Days of Wonder

Link:

Drive on Caen

Drive on Caen

scenarios_DirveOnCaen_1

The “Drive on Caen” was a series of battles during the Normandy Campaign in World War II, aimed at capturing the city of Caen in France. This was a key objective for British and Canadian forces following the D-Day landings on June 6, 1944. The battle unfolded in multiple phases, including Operations Perch, Epsom, Charnwood, and Goodwood, as the Allies attempted to break through German defenses.

The city of Caen was heavily defended by the German 21st Panzer Division and SS Panzer units, leading to intense urban combat and bombardment. While the British and Canadian forces faced stiff resistance, they gradually secured portions of Caen by mid-July 1944. The battle played a crucial role in drawing German forces away from the U.S. sector, aiding the overall success of Operation Overlord.

“Listen up! The Drive on Caen wasn’t just one fight—it was a whole series of hammer blows aimed at the heart of the German line in Normandy. The British and Canadians were tasked with taking that key city after D-Day, and by God, they were going to get it.

It wasn’t easy—21st Panzer, SS Panzer, and every last German who could hold a rifle was dug in deep. It turned into a meat grinder—street fights, rubble, tanks trading shots at point-blank range. Operations Perch, Epsom, Charnwood, Goodwood—each one was another turn of the screw, breaking those Germans down piece by piece.

By mid-July, they finally cracked Caen open. It didn’t just put that city back on the map for the Allies—it kept Germany’s attention right there, which meant the Americans could make their big breakout in the west.

So remember, boys—it’s not always about speed; it’s about grinding down the enemy, one bloody inch at a time, until they crack! That’s how you win a campaign!

~~ General Howitzer

5 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Battle of Normandy Campaign

Codename:

Operation Charnwood

Summary:

Objectives:

5 VP’s, plus the objective medals

Battlefield:

Countryside with a few forests

Troops:

Allies – 8 Infantry, 4 Armor, Artillery

Axis – 7 Infantry, 2 Armor, 1 Artillery

 

medal allies

🔥 Winning as Allies

1.  Big picture strategy for Allies is to make a relentless push towads the town of Caen, which has medal objectives, as you also attack the enemy.

2.  Be aware that on your left flank, are Anti-tank equipped Infantry forces.  And on your right flank, the enemy has an Artillery.  This means, the center section may actually be your best way forward.

medal axis

🔥 Winning as Axis

1.  Big picture strategy for the Axis is that this is primarily a defensive scenario for the Axis as they attempt to prevent the historical push of the Allies toward the city of Caen.

2.  The Allies have you outnumbered with armor, but if you put your two Anti-Tank Infantry to good use, you may be able to even the score.

3.  You have two Medal Objectives to protect in the city of Caen.  Make sure the enemy does not get close enough to capture it.

4.  Be careful of moving your Armor into unprotected territory in the center section. The Allies have two armored units which can very quickly attack.

26
BR - Drive on Caen

Author:

Days of Wonder

Link:

Pushing Through Caen

Pushing Through Caen

scenario_PushingThroughCaen_start
The battle for Caen, often referred to as “Pushing Through Caen,” was a key engagement during the Allied invasion of Normandy in World War II, taking place between June and August 1944. The city of Caen was a strategic objective for the Allies due to its road networks and its importance to German defenses in the region.

Initially targeted to be captured on D-Day (June 6, 1944) by British and Canadian forces, heavy German resistance, including elite Panzer divisions, delayed the city’s capture. The fighting around Caen involved multiple operations, such as Operation Perch, Epsom, Charnwood, and Goodwood, which aimed to break through German defenses and secure the city.

General Howitzer’s summary:

Caen turned into a meat grinder—street-by-street brawls and bombing runs leveled the place, but the Allies hammered through and took the city by mid-July. That win locked down our eastern flank, shoved the Germans back, and opened the gates for the breakout at Normandy. One more step on the road to crushing them for good.

5 VP’s

card

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Countryside

Codename:

Operation Atlantic

Context:

Historical

Location:

France

Date:

June 18-21, 1944

Theater:

Western Front

Campaign:

Normandy Campaign

Summary:

Objectives:

5 VP’s, plus Verrieres Ridge for the Allies

Terrain:

The battlefield is scattered with hills, towns, hedgerows, and forests.

Troops:

Allies – 10 Infantry, 3 Armor

Axis – 9 Infantry, 1 Armor, 1 Artillery

 

medal allies

🔥 Winning as Allies

1. You can actually eliminate a fair amount of enemy troops from your side of the river. But it is best to not stay there. You need to weaken the enemy in one sector and then cross the river.

2.  Attack Options:

a.  Pushing across the river on your right section is difficult with the Axis Armor waiting to pound you.  You would need to have several well-placed cards to force your way across without high casualties.

b. Center section provides you the best chance of cover if you can get your forces into the three town hexes.  From there you can push forward down the center section towards the objective medal waiting for you on the hill.

c.  The enemy Infantry waiting in the forests especially on your left flank, will inflict heavy casualties, but it can be done with the right set of cards.  Be aware however, that you will have to deal with the Artillery which can reach into your battle zone.

Allies – Right Flank Infantry Attack

Step1: Troops selected

Memoir 44 Pushing through Caen

Step 2: Final Position of Allied Infantry

Memoir 44 Pushing through Caen

medal axis

🔥 Winning as Axis

1. You need to get your armor and artillery into the fight as quickly as possible, while the Allies are still on the other side of the Orne River.  Your artillery will need to be moved one hex row forward so that you can breach the river with your shells.  Your armor needs to move forward to attack the enemy armor while it is still behind the river.

2.  Get more forces into the center section town before it becomes occupied by the enemy.

3.  Big Picture Strategy:  You can degrade the Allies while they are still on the other side of the Orne River, so that when they finally cross it, they will be already in a weakened state, and you can finish them off. 

29
BR - Pushing Caen

Classic DoW Battle Reports:  Allies win 36% of the time

Author:

Campaign Book, Vol. 1

Link:

Night Withdrawal

Night Withdrawal

scenario_NightWithdrawal_start

“Listen up, boys! In the summer of ‘44, near Caen, the Germans knew the writing was on the wall. The British and Canadians were hammering them day and night with everything they had—artillery, tanks, and raw guts—as part of Operations Atlantic and Goodwood.

So what did those Germans do? They pulled a night withdrawal, slipping out under the cover of darkness to dodge the hammer blows and set up shop further south. It was a smart move to avoid being boxed in and crushed outright, but let’s be clear: they gave up precious ground and lost their grip on Caen.

That’s the way of war, boys—sometimes you gotta know when to pull back before the jaws of encirclement snap shut. But every step back they took was another step forward for us—paving the road for our breakout from Normandy and the final drive to finish the job.

Remember this—you can run, but you can’t hide forever!

~~ General Howitzer

5 VP’s

card

Card Balance:

Allies – 4

Axis – 5

Complexity:

2

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Campaign

Summary:

Objectives:

5 VP’s, plus the a exit row medals for the Axis(!) forces.

Terrain:

The battlefield is scattered with hills, towns, hedgerows, and forests.

Troops:

Allies – 9 Infantry, 3 Armor, 1 Artillery

Axis – 9 Infantry, 1 Armor

 

medal allies

🔥 Winning as Allies

1.  The goal for the Allies is to pick off the Axis forces as they seek to escape across the Orne River.  If you can get one of your armor units in front of the bridge, you are almost guaranteed a victory.

medal axismedal allies

Overall Strategy:
1.  You will need to play any powerful Tactic cards like Airpower and Barrage within the first one or two turns before night falls. Once a single star is rolled on the night meter, those two cards will be reduced to simple one unit command cards.

 

medal axis

🔥 Winning as Axis

1. The goal for the Axis is to make a successful ‘Night Withdrawal’.  But the scenarios starts in daylight, while the Allies are able to blast you with Barrage, Air Power, and Artillery Bombardment, and Armor at a distance of three hexes.  So escape out the backdoor as soon as you are able to do so.

2.  Be wary of just running, as your forces will be picked off by the overwhelming Allied force before you can get away. So you need to do a strategic retreat in which some of your forces which are better positioned to either battle, or quickly escape, can do so.

3.  A great card to start with, if you are fortunate enough, is Infantry Assault.  With this, you can very quickly get your troops much closer to the exit, with a three-hex run for each.

37
BR - Night Withdrawal

Author:

Days of Wonder

Link:

Valkenburg Airfield

Valkenburg Airfield

The Battle for Valkenburg Airfield (May 10–14, 1940) occurred during the German invasion of the Netherlands at the start of World War II. The airfield, located near Valkenburg in South Holland, was a key target for German forces as part of their broader plan to quickly secure control over the Netherlands.

German paratroopers and airborne troops launched a surprise attack, landing at and around the airfield. However, the airfield was incomplete and unsuitable for heavy aircraft, causing damage to many German planes upon landing. Despite this, the German troops initially managed to capture the airfield and establish a foothold.

Dutch forces launched determined counterattacks to retake the airfield, engaging in fierce fighting. The incomplete state of the airfield and the strong Dutch resistance, including effective use of artillery, hindered the Germans’ ability to reinforce their position. After several days of intense combat, Dutch forces were unable to fully regain control, but the German position at Valkenburg became irrelevant as the broader campaign concluded with the Dutch surrender on May 15, 1940.

The battle demonstrated both the challenges of airborne operations and the resilience of the Dutch defenders during the German blitzkrieg.

6 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

Netherlands

Year:

1940

Theater:

Western Front

Campaign:

Summary:

Objectives:

6 VP’s

Terrain:

Troops:

Allies – 

Axis – 

 

medal allies

Allied Strategy:

medal axis

Axis Strategy:

0
BR - Valkenburg Airfield

Author:

jdrommel 

Link: View Here