Closing the Falaise Gap

Closing the Falaise Gap

Closing the Falaise Gap_small

August 1944—Falaise. The trap was nearly shut, and the Germans knew it. Hell, they could smell it.

By the 18th, the Canadians had taken Trun and St. Lambert, putting the lid on the Falaise Pocket. But it wasn’t locked down yet—hell no. The line was thin, the crossroads fragile, and both Allied and Axis forces were stampeding toward Chambois. It wasn’t just a battle—it was a goddamn race: the Germans racing to escape, and us racing to slam the door shut on their sorry rear ends.

The Poles and Americans came in hard, shoulder-to-shoulder, pushing east while the Germans were pushing west—like two trains headed for a crash in a one-track tunnel. The enemy made one last hellbound breakout near the Polish lines, and yeah, some of them got out—but not for long.

Because on the 19th, the line was reinforced. And in St. Lambert, one man—Major David Currie, a Canadian, led from the front like a true warrior. Under fire from both sides—his own artillery damn near clipping his boots—he stood his ground, gave no quarter, and turned that village into a graveyard for the Wehrmacht. He earned the Victoria Cross, and every inch of it.

By the time we closed that pocket, the Normandy campaign was finished—two months of blood, steel, and grit had paid off. The Liberation of Paris was just days away. Looked like it was over for Hitler’s goons—but we weren’t fooled.

The war wasn’t done until the last Nazi was crawling out of a foxhole with his hands in the air. And that took till ’45.

The lines are drawn, the orders are yours, and the clock is ticking.

Now go finish the job.

~~ General Howitzer

7 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

The Invasion of Normandy

Codename:

Summary:

Objectives:

7 VP’s, including Exit Row Objectives for the Axis

Battlefield:

Countryside with an impassible (except for bridges and fords) river going across the battlefield.

Troops:

Allies – 8 Infantry, 3 Armor

Axis – 9 Infantry, 1 Armor, 1 Artillery

 

Allied Strategy:

1. 

Axis Strategy

1. 

Battle Reports

1
BR - Closing Falaise Gap

Author:

Originally developed for the London Open, 2022. Also played at The Finest Hour Open, Chicago, 2025.

Link:

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Battle of Westerplatte

Battle of Westerplatte

Battle of the Westerplatte_small

September 1st, 1939—0448 hours. That was the shot that lit the damn fuse on World War II.

The Germans kicked things off by bringing in the battleship Schleswig-Holstein, sitting nice and cozy in Danzig harbor, and then—boom—she opened up with a full broadside on the Polish outpost at Westerplatte. They thought they’d scare the Poles into folding before breakfast.

Then came the assault: crack German marines, three platoons strong, storming across the land bridge, expecting a little parade through the depot. They even blew open the rail gate like it was just another drill. They thought they were walking into a skirmish.

Wrong.

They walked straight into a kill zone. The Poles were locked, loaded, and waiting—concealed firing positions, crossfire, barbed wire, the whole damn package. And those German troops? They didn’t find a pushover—they found hell on Earth.

The plan was for the Poles to hold for twelve hours. Instead, they held that godforsaken strip of land for seven damn days—against artillery, naval fire, and relentless infantry assaults. They bled, they fought, and they showed the world what grit looks like under fire.

Westerplatte didn’t stop the war. But it told the Nazis one thing loud and clear: this wasn’t going to be easy. It became a symbol—of resistance, of courage, and of never giving an inch when everything’s on the line.

The lines were drawn, the fuse was lit, and history roared to life in a blaze of fire and steel.

Now the only question left is—when it’s your turn to hold the line… will you stand, or will you fold?

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

Poland

Year:

September 1, 1939

Theater:

Western

Campaign:

The Invasion of Poland

Codename:

Fall Weiss / Case White

Summary:

Objectives:

6 VP’s, plus one Permanent Medal Objective for each side (The Destroyer and the Supply Shed.)

Battlefield:

Contains countryside with a road, a railway, and a river.

Troops:

Allies – 10 Infantry (3 figures each), 2 Artillery 

Axis – 10 Infantry, 1 Artillery, 1 Destroyer!

 

Allied Strategy:

1.  Because of the surprise nature of the attack, all of the Polish Allied Infantry only have three figures each.  They are therefore very quickly overrun by the German forces.  Gain the hits you can, and protect the Supply Shed!

Axis Strategy

1.  You have a Destroyer at your disposal, with massive range. Use it every chance you get. 

Battle Reports

1
BR - Westerplatte

Author:

Originally developed for the Belgium Open, 2017; Also used by The Finest Hour Open, Chicago, 2025.

Link:

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Bain Tsagan Heights

Bain Tsagan Heights

BTH_map_breakthrough_overhead

“Listen up, boys! In early July ‘39, over in the dusty wilderness of Mongolia, the Japanese thought they’d pull a fast one at the Bain Tsagan Heights—cross the river, flank the Soviets, and wrap the whole show up in a bow. But Zhukov wasn’t about to let those plans play out!

Zhukov hit back hard and fast, bringing in tanks, artillery, and infantry to pound those Japanese troops into the dirt. They fought like hell on those heights—bayonets flashing, guns roaring, tanks rolling—and the Soviets broke that flanking move right in half.

This wasn’t just a local scrap, boys—it was a turning point. That Soviet victory at Bain Tsagan sent a clear message: you mess with the Red Army, you pay in blood. It helped push Japan to shift its focus away from Siberia and toward the Pacific, changing the whole game for the coming war.

So remember this—when you see the enemy making a move, you don’t wait—you smash him before he knows what hit him! That’s the way to win!

~~ General Howitzer

10 VP’s

Card Balance:

Allies – 7

Axis – 5

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

Siberia

Year:

1939

Theater:

Eastern

Campaign:

Khalkin Gol

Codename:

Summary:

Objectives:

10 VP’s, including four! objective medals; ( two ridges and a 2-medal bridge)

Battlefield:

Countryside with a river cutting through the Allies left flank, and long road cutting at an angle through the terrain directly to the two-medal bridge.

Troops:

Allies (Russia) – 12 Infantry, 9 Armor, including two Armored Cars, plus two Supply Trucks, 1 Big Gun!

Axis (Japan) – 12 Infantry, 7 Armor, including 3 Tankettes, 2 Armored Cars, 1 Artillery.

 

Allied Strategy:

1.  Big Picture: Allies are initially on the defense, due to the attack by the Japanese.  But they have enormous armor resources at their disposal on their left flank to bring to bear upon the battle in both the left flank and the center section.  And historically, this is what General Zukhov did.  In fact a pivot by the Allied Armor on the left flank over the ridgeline at river will allow them to reign down terror upon the Japanese forces assaulting the Remisova Hill.

2.  Your puny Armor and Infantry forces in the right flank are pretty useless, as they need to cross the river before they can engage the enemy.  But if they can at least move forward one hex, so that they do not get pinned against the backwall, that will be sufficient.

3.  Guard the bridge crossing the river. It is worth two medals.

4.  You have a Big Tom Gun, which has massive range of 8 hexes, and allows you to zero in on forces in a hex and increase your attack strength by another 1D.  Use it early and often.

Axis Strategy

1.  Big Picture Strategy: this was a long-shot for the Japanese historically, which they lost, but they have been known to win this scenario.  Use your Tankettes, which have good movement, to get into the battle and score some wins.  Advance forcefully with your infantry and overwhelm them using your Seishin Kyoiku Doctrine might combined with your Bonzai speed.

Battle Reports

3
BR - Bain Tsagan Heights

Author:

Days of Wonder

Link:

Battle of Alam el Halfa

Battle of Alam el Halfa

scenario_Battle-of-Alam-El-Halfa

Aug 29 – Sep 6, 1942

Alam el Halfa was Rommel’s last real chance to win the desert war and grab Egypt, and he knew it. His numbers were thinning, his supplies were running dry, and time was about to turn against him. So he did what gamblers always do when the clock is running out—he rolled the dice one more time and tried the same wide flanking punch he’d used at Gazala.

But this time, the British weren’t blind. ULTRA told them exactly what was coming, and Montgomery finally did something smart: he stopped chasing glory and prepared to fight on ground of his choosing. He planted his forces on the Alam el Halfa and Ruweisat ridges, dug tanks into the sand like steel bunkers, and told Rommel, “Come get it.”

This wasn’t a battle of fancy maneuvers—it was a battle of discipline. Rommel charged in from the south and smashed straight into prepared defenses, air power, and fuel shortages he couldn’t overcome. His attack burned itself out, and with it went his last hope of victory in North Africa.

The lines are drawn, the enemy is committed, and now it’s your fight. Hold the ground, let the enemy break himself, and remember this: when the enemy makes his last move, you make sure it’s his last mistake.

~~ General Howitzer

VP’s

8

card

Card Balance:

Allies – 6

Axis – 6

Complexity:

3

Conditions:

Desert

Context:

Historical

Location:

North Africa

Year:

1944

Summary:

8 Victory Points:

8 Medals, including three Permanent Medal Objectives for Axis control of three town hexes. 

Terrain:

Desert with some ridges and a railroad track.

Troops:

Allies – 7 Infantry, 8 Armor, 2 Artillery

Axis – 10 Infantry, 8 Armor, 2 Artillery

medal allies

Allies:

medal axis

Axis:

0
BR - Alam El Halfa

Author: Days of Wonder

URL

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