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TABLE OF CONTENTS

Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Unternehmen Fall Gelb


Bodange . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Fort Eben-Emaël . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Unternehmen Niwi . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Valkenburg Airfield . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Moerdijk Bridges . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Breakthrough to Gembloux (Breakthrough) . . . . . . . . . . . . . . . . . . . . 6
Battle of Hannut-Merdorp . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Resistance in Gembloux . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Dug-in Behind the Dyle . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Battle of the Lys . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Driving to Sedan . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Camouflaged in Monthermé . . . . . . . . . . . . . (Campaign Book, Vol. I)
Breakout at Sedan . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
De Gaulle to the Rescue . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
To Crécy-sur-Serre . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Combats in Stonne . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Resistance in La Horgne . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Across the Meuse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Bouvignes Bridgehead . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Battle of Flavion . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Defense of Le Cateau . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Assault on the Wattenberg . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Saint Roche Station . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
French Stand Near Arras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Counter-Attack at Arras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Operation Frankforce . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. II)
Counter-Attack of the BEF (Breakthrough) . . . . . . . . . . . . . . . . . . . . 11
Dunkirk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Battle of Abbeville (Breakthrough) . . . . . . . . . . . . . . . . . . . . . . . . . 12
Canal de la Haute Colme . . . . . . . . . . . . . . . . . . . . . . (Equipment Pack)
The Bourbourg – Brouckerque Line . . . . . . . . . . . . . . (Equipment Pack)
The Cadets of Saumer (Overlord) . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
The Maginot “Four à Chaux” . . . . . . . . . . . . . . . . . . . (Equipment Pack)

Operation Jubilee
Disaster at Dieppe (Original | Overlord) . . . . . . . . . . . . . . . . . . . . 14-15
Yellow Beach (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Airborne Invasion of Normandy


The Coup de Main (Breakthrough) . . . . . . . . . (Campaign Book, Vol. II)
Pegasus Bridge (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . 17
Drop in the Night: 82nd (Breakthrough) . . . . (Campaign Book, Vol. II)
Sainte-Mère-Église (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . 18
Drop in the Night: The 101st (Breakthrough) (Campaign Book, Vol. II)

Operation Overlord
American Airborne . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (D-Day)
Utah Beach (Original | Air Pack | D-Day) . . . . . . . . . . . . . . . . . . . . . . 19
First Assault Wave (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . 20
Omaha Beach (Overlord | D-Day) . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Omaha Beach Exit D1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Vaumicel Manor – Counter-Attack at Omaha Beach . . . . . . . . . . . . . 23
Pointe-du-Hoc (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Gold Beach (Original | Air Pack | D-Day) . . . . . . . . . . . . . . . . . . . . . . 25
Sword Beach (Original | Air Pack | Breakthrough | Overlord | D-Day) . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26-28
Breakthrough to the Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Juno Beach (Original | Air Pack | D-Day) . . . . . . . . . . . . . . . . . . . . . . 30

British Invasion of Normandy


Strong Point La Cassine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Escoville . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Battle at the Bridgehead (Original | Air Pack) . . . . . . . . . . . . . . . . . 33
Villers-Bocage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Battle of Lingevres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Capture of ‘“Distelfink” Radar Station . . . . . . . . . . . . . . . . . . . . . . . 36
The Scottish Corridor (Breakthrough) . . . . . . . (Campaign Book, Vol. II)
Securing the Flank . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Capturing the Crossing . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Operation Epsom (Breakthrough) . . . . . . . . . . . . . . . (Equipment Pack)
Withdrawal from Hill 112 . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Drive on Caen . . . . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Night Withdrawal . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Assault on Hill 112 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Hill 112 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Pushing Through Caen . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
La Marvindiere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Battle of Mount Gargan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Operation Goodwood (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . 40
The Charging Bull (Breakthrough) . . . . . . . . . . (Campaign Book, Vol. II)
Operation Spring (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . 41
Coldstream Hill (Breakthrough) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Saint-Martin and Bull Bridge . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Mont Pinçon . . . . . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Tigers Versus Kangaroos (Breakthrough) . . . . (Campaign Book, Vol. II)
Wittmann’s Final Battle . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Saint-Aignan de Cramesnil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Panzer Attack on Hill 140 . . . . . . . . . . . . . . . . . . . . . . (Equipment Pack)
Take Falaise (Breakthrough). . . . . . . . . . . . . . . (Campaign Book, Vol. II)
Opportunity at Falaise . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
U.S. Invasion of Normandy
Carentan Causeway (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . 44
Carentan – Bloody Gulch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Crossing of Elle River . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Cut Off the Cotentin . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. II)
Battle for Hill 178 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Bretel Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Offensive on Saint-Lô . . . . . . . . . . . . . . . . . . . . . . . . (Equipment Pack)
Panzer Lehr Counter Attacks . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Attack on Hill 192 (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . 49
Battle on Martinville Ridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Hedgerow Hell (Overlord) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Martinville Ridge . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)
Operation Cobra (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . 52
The Hedgerow Breach (Breakthrough) . . . . . . (Campaign Book, Vol. II)
The Avranches Breakthrough (Breakthrough) . (Campaign Book, Vol. II)
Capture of Vire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Counter-Attack on Mortain (Original | Air Pack) . . . . . . . . . . . . . . . . . 54
Le-Mesnil-Adelée . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Breakthrough at Mortain (Breakthrough) . . . . . . . . . . . . . . . . . . . . . 56
Closing the Gap . . . . . . . . . . . . . . . . . . . . . . . . (Campaign Book, Vol. I)

Vercors Campaign
Maquis of Malleval . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Mont Mouchet (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Battle of Saint-Nizier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Massacre at Vassieux-en-Vercors . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Vassieux-en-Vercors (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . 61
Battle of Valchevrière . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Battle for the Passes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
The Surrender of Elster’s Column (Breakthrough) . . . . . . . . . . . . . . . 64

Campaign for France


Forêt d’Ecouves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Liberation of Paris (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . 66
Hôtel Meurice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Le Havre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (Equipment Pack)

The Reconquest of Holland


Operation Market Garden (Overlord) . . . . . . . . . . . . . . . . . . . . . . . . 68
Arnhem Bridge (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . 69
Valkenswaard (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Nijmegen Bridges (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . 71
Schwammenauel Dam (Original | Air Pack) . . . . . . . . . . . . . . . . . . . 72
Moyland Wood (Original | Air Pack | Overlord) . . . . . . . . . . . . . . . 73-74
Across the River Roer (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . 75
Operation Amherst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Alsace & Lorraine
Arracourt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
The Quarry of Cleury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Crucifix Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
High Stakes at Bruyères (Overlord) . . . . . . . . . . . . . (Equipment Pack)
Saverne Gap (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
The Road of Dabo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
“Tissu est Dans Iode” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Fire Action at Singling . . . . . . . . . . . . . . . . . . . . . . . . (Equipment Pack)
Strasbourg (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Counter-Attack at Holtzwihr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
The Hell of Grussenheim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
The Capture of Biesheim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

Unternehmen Wacht am Rhein


Clervaux . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Battle in the Schnee Eifel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Holding the Fort at Clervaux. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Twin Villages (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . 90-91
Wardin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Longvilly Trap (Original | Winter Wars) . . . . . . . . . . . . . . . . . . . . 93-94
‘Peiper’ at Stoumont (Breakthrough) . . . . . . . . . . . . . . . . . . . . . . . . 95
Firefight in Neffe (Overlord) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Noville to Foy (Breakthrough) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Saint-Vith (Original | Air Pack) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Baraque de Fraiture (Parker’s Crossroads) (Original | Winter Wars) . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99-100
Relief of ‘Peiper’ (Original | Air Pack | Winter Wars) . . . . . . . . .101-102
Escape along Salmchâteau (Breakthrough) . . . . . . . . . . . . . . . . . . . 103
Resistance at Marvie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Twin Battles at Warnach & Bigonville (Overlord) . . . (Equipment Pack)
Battle of Celles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (Equipment Pack)
Bastogne Corridor West (Original | Air Pack | Overlord) . . . . . . 105-106
Bastogne Corridor East (Original | Air Pack) . . . . . . . . . . . . . . . . . . . 107
The Final Counter-Attack (Breakthrough) . . . . . . . . . . . . . . . . . . . . .108

Unofficial Memoir ’44 Scenario Compilation: Western Front, Version 1.0

Cover art by Jan “Laserschwert” Hofmeister


Scenarios compiled by Derek “Whaleyland” Whaley

This is an unofficial scenario compilation for Memoir ’44, created with permission from
Days of Wonder, for non-commercial, private use only. For up-to-date versions of the scenarios,
always refer to the official scenario database at http://www.daysofwonder.com/memoir44/

Please support the game by purchasing its expansions.


SCENARIO #3496
Breakthrough to Gembloux
- General Prioux's Cavalry corps faces the Panzers.
Setup order
3.Pzdivision 4.Pzdivision
1 x13
Hannut

2 x15

La petiteGette Wansin Thismes Créhen


3 x5
Orp 1°RDP

Jandrenouille Merdorp
4 x1
Mariles 1°Cuirs 1°Cuirs 2°Cuirs La Méhaigne29°RD

Jandrain 2°Cuirs

5 x11
76°RA Elts Cointet

Autre-Eglise Ramillies

6 x3
Elts Cointet

Elts Cointet Perwez Elts Cointet


7 x5
13°RD

Saint-Trond 8°Cuirs Grand-Leez 8 x12


vers Gembloux

9 x1
Historical Background
Hannut, Belgium - May 12, 1940. Adopting the Dyle Plan, the cavalry corps of Gen. Prioux moves into Belgium, ahead
of Gen. Blanchard's 1st Army to confront the German invaders. Near Hannut, French scout units find themselves facing
incoming fire from frontline German units. From there on, their mission is to hold back or at least delay the Germans -
hoping to gain time for the slower Allied corps elements deploying along the Dyle. The two light motorized divisions
(DLM) of Gen. Prioux bear the brunt of the assault, facing two formidable Panzer divisions and five supporting infantry
divisions. Despite this unequal match of forces, the 2nd and 3rd DLM manage to hold the Germans back for two days,
saving the Dyle Plan. On May 14, decimated but their mission accomplished, the DLMs withdraw to the rear.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player (Germany): Take 6 Command cards. You
move first.
Allied player (France): Take 5 Command cards.

Conditions of Victory
Axis player: 12 Medals, with at least one collected by a
German unit exiting the board through the Exit hex
toward Gembloux.
Allied player: 12 Medals.

Special Rules
- The Air Sortie card is unusable by the French player.
Discard it and draw a new Command card instead.
- All French infantry units are motorized; play them like
Special Forces infantry (Troops 2 - Specialized Units).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF6
SCENARIO #1287
Across the Meuse May 13, 1940
- Unternehmen Fall Gelb
Setup order

1 x2

Haux Dinant 2 x4

Meuse River
3 x7

4 x11

5 x11

6 x2

7 x4

8 x9
Historical Background
In 1940, the German plan was for Army Group B to overrun Holland and then move more slowly into Belgium to lure the
bulk of the Allied armies in the Low Countries. Army Group A would then drive through the Ardennes Forest, splitting 9 x1
the Allied forces in two halves and effectively cutting off those in Belgium. The Allied High Command deemed the
Ardennes largely impassable and never dreamed that German forces would make their primary push through this rough
terrain. By May 10-12, the German plan known as "Fall Gelb" was unfolding as hoped for, at least as far as the Germans
were concerned.
One major obstacle, the Meuse River, still stood in the way of their advance. By May 13, German troops were in position
at a number of strategic points along the river. In the area around Haux and Dinant, the 6th and 7th motorized
regiments and armor units of Hermann Hoth's Panzer Corps were poised to cross over the Meuse. The French 18th
Infantry and elements from 5th Motorized Division were dug-in behind well prepared positions and set to oppose the
crossing. Accurate dive-bombing attacks against the French artillery positions, and the timely construction of a
pontoon bridge, helped the Germans turn the tide quickly. Despite the frantic efforts of the French, bridgeheads were
quickly established at Haux, Monthermé and Sedan. The German Armor, spearheaded by its Stukas and supported by
motorized infantry, roared forward on a 50 mile front. The German Blitz was now in full display!
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing Special Rules


Axis Player Blitz Rules are in effect (Actions 15-Blitz Rules).
[Germany] Place a badge on the elite French armor unit (Troops 2 -
Take 6 Command cards. Specialized units).
You move first.
For the Axis forces, Pontoon Bridges rules are in effect
Allied Player (Terrain 33 - Pontoon Bridges).
[France]
Take 4 Command cards. Air Rules are optional: If used, give the Axis player both
Air Sortie cards at the start of the game.
Conditions of Victory
6 Medals.
The town on the French baseline is a Temporary Medal
Objective for the Axis Forces.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF7
SCENARIO #4460
Saint Roche Station
Setup order

1 x1

2 x8

3 x3

4 x1

5 x5

6 x4
Saint Roche

7 x14

8 x12
Historical Background
Following some disastrous fights during the Battle of France, the British Expeditionary Force found itself cut-off from
the rest of the French army surrounded in the post-city of Dunkirk. Remnants of the British army engaged in some 9 x5
desperate rear-guard battles against the German advance to help the B.E.F. evacuate by sea. One such battle took
place near Saint Roche Station, where an ad-hoc force of British rifle squads armed with HC Boys anti-tank rifles and
light machine guns delayed elements of the 7th Panzer division advancing from the Somme to the Seine. A forward 10 x8
anti-tank gun managed to put on of the German tank sections out of action. Believing they faced a well-equipped
enemy, the Germans slowed down and opted to pound the British positions instead of rushing them. This bought the
B.E.F. some crucial time, but by nightfall British forces had run out of ammunition and were forced to surrender.
The stage is set, the battle lines are drawn, and you are in command The rest is history. 11 x1

Place the proper figure or badge with these units.


Briefing 12 x1
Air Rules are not in effect. The Air Stortie cards are set
Axis Player [Germany]: Take 5 command cards. You aside and are not used in this battle.
move first.
The Axis player will roll 2 dice and the Allied player 1 die
Allied Player [Great Britain]: Take 5 command cards. when playing the Air Power card.
Conditions of Victory
5 Medals.
Saint Roche Station is a Temporary Medal Objective for
whoever occupies it. The Allied player controls the city
at game start and thus has a 1-medal head start.

Special Rules
Blitz Rules are in effect (Actions 15 - Blitz Rules).
British Commonwealth Forces Command rules are in
effect (Nations 5- British Commonwealth Forces).
Special Weapon Asset early war rules (SWAs 1 - Special
Weapon Assets) are in effect for units equipped with
Machine Guns (SWAs 8 - Machine Gun), Mortars (SWAs 3
- Mortar) and Anti-Tank Guns (SWAs 2 - Anti-Tank Gun).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF8
SCENARIO #10921
French Stand Near Arras
Setup order

1 x3

2 x5

3 x11

4 x10

5 x2

Historical Background
During the fall of the Dunkirk pocket, several French and British units launched desperate attacks to slow the German advance, allowing
the B.E.F. to evacuate by sea. On May 20, near Arras, the French 3rd DLM (Light Motorized Division), placed under the British command
of General Franklyn and following heavy losses against the 10th Panzer, regrouped. Promised reinforcements, General Franklyn chose to
establish defensive positions around Arras. Rommel's 7th Panzer Division rolled toward them; would the reinforcements arrive in time to
save the beleaguered French forces?
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

may only move 1-2 hexes and battle.


Briefing
British Commonwealth Forces Command rules (Nations 5 -
Axis Player [Germany]: Take 6 command cards. You move first. British Commonwealth Forces) and French Army Command
Allied Player [France]: Take 5 command cards. rules (Nations 7 - French Army) are in effect. All units starting
on the map are French. Reinforcement units are British.
Conditions of Victory All French armor units are elite units (Troops 2 - Specialized
6 Medals Units). Badges are not required.
Exit rules are in effect across the entire Allied player's Air Rules are not in effect. The Air Sortie cards are set aside
baseline, for the Axis player. Only full-strength units can and are not used in this mission.
yield a medal that way; damaged units can still exit, for no The Axis player will roll 2 dice and the Allied player 1 die when
medal gain. playing the Air Power card.
Special Rules
At the start of each turn during which the Allied player is tied
for, or has less medals than his Axis opponent, the French
player rolls 1 die before playing his Command card. This die
roll determines what type of standard British unit arrives to
reinforce the French (Infantry = Infantry unit, Armor = Armor
unit, Star = Artillery unit). This reinforcement unit is placed on
any vacant French baseline hex; it may be ordered normally
during that turn. Mark any arriving British reinforcement unit
with a badge, to distinguish it from the French units, or use
appropriate figures.
Blitz Rules are in effect (Actions 15 - Blitz Rules). Allied Armor
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF9
SCENARIO #1290
Counter-Attack at Arras May 21, 1940
- Operation Frankforce
Setup order

1 x9

Mercatel Wailly 2 x9

3 x10
Agny

Beaurains Achicourt Dainville

Historical Background
Thanks to the unfolding success of their Blitz, the Germans rapidly pushed the Allied armies back, forcing the British Expeditionary Force
to seize the town of Arras and dig-in, to try and hold the German tide there. But these forces were quickly swamped to, and by May 20,
the city was surrounded.
In a bid to relieve the pressure on the British forces, Viscount Gort, Commander-in-Chief of the BEF, decided to counter-attack on Arras,
in an advance known as Operation Frankforce. From there on, the British forces would drive south and link up the divided Allied armies.
Unfortunately, the push onto Arras, originally supposed to come from a force about the size of an armor corps, fell well short of its
objective; many forces simply could not be mustered, while those that did, were further divided by a futile pincer move attempt,
dooming the Allied strategic goal from the start.
On May 21st, General Erwin Rommel, in command of the 7th Panzer Division, easily repulsed the British counterattack.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

start.
Briefing
Axis Player
[Germany]
Take 6 Command cards.
Allied Player
[Great Britain]
Take 4 Command cards.
You move first.

Conditions of Victory
6 Medals.

Special Rules
Blitz Rules are in effect (Actions 15 - Blitz Rules).
British Commonwealth Forces Command rules are in effect
(British Commonwealth Forces).
Air Rules are optional: If used, give the Axis player one Air
Sortie card and the Allied player one Air Sortie card at game
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF10
SCENARIO #5142
Counter-attack of the BEF
Setup order

1 x1

2 x1
Beaurains Mercatel

Fichey
3 x11

Agny Wailly
4 x1

Arras Achicourt

5 x11
Arras-Beaumetz

6 x1
Dainville

Warlus
7 x10
Simencourt

8 x3
Duisans

9 x1
Historical Background
France, May 1940 - With the first of Guderian's Panzers reaching the English Channel near Noyelles-sur-Mer, the Allied forces find themselves cut in
two. The situation soon becomes untenable. Thankfully, Lord Gort's British Expeditionary Force (BEF) has withdrawn from Belgium and is now in the
10 x1
vicinity of Lille. He orders General Francklin, commander of the 50th Infantry Division, to lead a counter-attack. He splits his forces in two: on the
left, the 4th Royal Tank Regiment and the 6th Durham Light Infantry; on the right, the 7th RTR and the 8th DLI, now providing the "Franckforce" its
backbone. The French of the 3° DLM (3rd Mechanized Light Division) provide cover on its right flank.
The British armored columns circumvent Arras by the South, taking Rommel's 7th Panzer "Phantom" Division by surprise. Panicked, the motorcycles
of 7.Kradschützen Rgt make a hasty retreat; the German anti-tank guns find themselves powerless against the heavily armored Matildas, and are
soon crushed. But Rommel's personality saves the day: he orders his campaign artillery and flak to score direct hits on the British tanks. Then, with
evening fast approaching, the Luftwaffe puts a decisive end to the Allied counter-attack. During the night of May 21-22, the BEF falls back on its
initial position. Lord Gort is now left with a single option - ordering evacuation of the BEF by sea, at Dunkirk.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

in effect for the units equipped with Anti-Tank weapons (SWA 2 -


Briefing Anti-Tank Weapon).
Axis Player [Germany] Place a badge on German elite infantry units (Troops 2 - Specialized
Take 5 Command cards. Units) and on the German mobile artillery unit (Troops 14 - Mobile
Allied Player [Great Britain/France] Artillery).
Take 6 Command cards. Place a badge on British "Matildas" elite tank units (Troops 2 -
You move first. Specialized units).
The Axis artillery unit with a Battle Star is a Flak 88mm gun. Apply the
Conditions of Victory following Heavy Anti-tank Guns rules : - Move 0-1 or battle at 2, 2, 2,
12 Medals. 2. - Stars rolled score a hit on Armor. - Target must be in line of sight.
- Ignore terrain battle protections.
Agny, Wailly and Beaurains are Temporary Medal Objectives for the
Allied forces. The "Air Power" card cannot be played by the Allied player. If he draws
it, he must immediately discard it and draw a new one.
The church in Arras is a Temporary Medal Objective for the Axis forces.

Special Rules
British Commonwealth Forces command rules are in effect, for British
units (Nation 5 - British Commonwealth Forces).
Blitz rules are in effect (Actions 15 - Blitz rules).
Special Weapon Asset rules (SWA 1 - Special Weapon Assets Rules) are

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF11
SCENARIO #4643
Battle of Abbeville
Setup order
Abbeville
1 x1
La Somme

2 x12
Mont de Caubert

Yonval MareuilCaubert Villers surMareuil


3 x6

Hill 104 Huchenneville


4 x2
Bienfay

Moyenneville

5 x6
Boëncourt

Béhen Limescourt

Les Croisettes
6 x9

Huppy
7 x17

8 x6

9 x3
Historical Background
France, May 1940 - The Allied High Command has already ordered several counter-attacks against the German bridgehead on the 10 x2
Somme river to the south of Abbeville; alas they have all failed. After the defeat of the British 1st Armoured Division, it is the 4th
French Armored Division (4th DCR) of De Gaulle, recently promoted to temporary General, that is called into action. With all the
might of its 150 armored vehicles, including 30 B1-bis heavy tanks and 3 infantry battalions supplemented by the 22nd RIC on loan
from a neighboring division, the 4th DCR hammers the positions of the 57th Infantry Division on the bridgehead. 11 x1
On May 28, the French seize Huppy and progress toward the Somme, crushing the German anti-tank guns which are ill-equipped to
pierce the heavy armor of the B1-bis. On the German side, chaos ensues and troops start withdrawing toward Abbeville. Evening falls
and the French, not realizing the scope of their success, fail to press their advantage further. On the 29th, the French renew their
push, primarily toward Mont de Caubert. But the German troops dug-in on these heights use their Flak 88 guns to repel any advance,
destroying several heavy tanks, and managing to hold the line. By the end of that day, the opportunity to push the Germans back
behind the Somme has vanished. On the 30th, the French launch one final attack against Mont de Caubert, where they face a
reinvigorated opponent. By the 31st, they are spent and replaced by the 51st "Highland Division". Abbeville is still in German hands.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing Place a badge on the French B1-bis elite tank units and another
badge on the French elite infantry units of the 4th BCP (Troops
Axis Player [Germany] 2 - Specialized units).
Take 6 Command cards.
The Somme is impassable, except over the bridges (Terrain 8 -
Allied Player [France] Rivers & Waterways).
Take 6 Command cards.
You move first. The Axis artillery unit with a Battle Star is a Flak 88mm gun.
Apply the following Heavy Anti-tank Guns rules : - Move 0-1 or
battle at 2, 2, 2, 2. - Stars rolled score a hit on Armor. - Target
Conditions of Victory must be in line of sight. - Ignore terrain battle protections.
10 Medals.
The church in Abbeville and the central hex of Mont de Caubert
are Temporary Medal Objectives for the Allied forces.

Special Rules
Blitz rules are in effect (Actions 15 - Blitz rules).
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF12
SCENARIO #4554
The Cadets of Saumur June 19-20, 1940
- Battle on the Loire

La Croix verte

Les Rosiers St-Martin Villebernier

La Loire Cadets Cadets La Loire

Abbaye de St-Maur Cadets 11ºBde Chênehutte St-Hilaire Montsoreau

Saumur 17ºBde

Gennes

H-39 BM-SM

Historical Background Setup order


Saumur - June 19, 1940. The Battle of France is lost; the Germans are now ready to cross the River Loire.
1 x23
The meager French troops standing ready and lined up to defend it are the Officer Cadets from the Cavalry School at
Saumur, reinforced with a Battalion of the Infantry School at St-Maixent and hodgepodge remnants of the French army.
At the first sight of the enemy, they blow the bridges. Embarking on rafts, the Germans soon attempt to cross the river 2 x32
on the islands at Gennes and East of Saumur. The cadets, dug-in and with no real option for retreat, resist heroically,
inflicting heavy losses on the enemy. Their valiant efforts are not enough however, and by June 21, the Germans are 3 x16
already breaking through to the South-West. The following day, June 22, 1940, the French army capitulates: The
armistice is signed at Rethondes, and takes effect on June 25.
The stage is set, the battle lines are drawn, and you are in command. The rest is history. 4 x8

with Rafts (Actions 5 - Collapsible Rafts & Boats). 5 x3


Briefing
The French artillery unit with one figure represents a
Axis Player mortar. Its destruction counts as a medal for Axis forces.
[Germany] 6 x1
Take 10 Command Cards. The Allied forces may attempt to Blow Up Bridges, using
You move first. Option 2 (Actions 2 - Blowing Up Bridges).
Allied Player For the Axis forces, Pontoon Bridges rules are in effect
7 x1
[France] (Terrain 33 - Pontoon Bridges).
Take 8 Command Cards. 8 x2
Conditions of Victory
12 Medals. 9 x2
The two Town hexes marked "Gennes" and "Saumur"
respectively are Permanent Medal Objectives for the 10 x1
Axis forces.
11 x5
Special Rules
Air rules are optional: If used, shuffle both Air Sortie
cards into the deck, at game start. 12 x1
The Allied player may not play any Air Power card (nor
any Air Sortie, if Air rules are used). When he draws an 13 x8
Air Power or Air Sortie card, he immediately discards it
and draws a replacement card instead.
Blitz rules are in effect (Actions 15 - Blitz Rules). 14 x12
Place a badge on the German engineer units (Troops 4 -
Combat Engineers). 15 x2
All German Infantry and Engineer units are equipped

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF13
SCENARIO #2023
Disaster at Dieppe
- Operation Jubilee
Setup order

1 x9
aerodrome

2 x2

Puys
3 x2
casino

4 x1
seawall

5 x5

6 x7
RCC Essex RHLI

Calgary FMR 7 x1

8 x5
Historical Background
Dieppe seemed the ideal place to test out theories and equipment for the upcoming second front that was so desperately needed to
satisfy the Russian allies. A major raid was planned and the Canadians who had been training for the last three years were eager to 9 x3
get into the action. The objective of the raid was to capture the town and destroy the aerodrome, radar installations, harbour
installations and the dry dock.
The complex plan went awry before the Canadians even got ashore. The Axis shore defenses were at the ready 10 destroying any
chance of surprise. The Calgary Regiments tanks, supposed to go ashore with the first wave, arrived late and found the pebbly beach 10 x4
slow moving. Those that managed to get off the beach were frustrated with the barriers within the town itself. The Royal Hamilton
Light Infantry and the Essex Scottish regiments who made up the main assault force were raked with fire from the guns positioned
high on the cliffs surrounding the town. The only respite was the seawall and the casino that provided some cover and allowed the
units to move from the beach to the town. The Fusiliers Mont-Royal followed the first wave and went ashore at 7am adding to the
toll.
A few Canadians made their way off the beach and into the town shooting up the Axis as they could find them but their magnificent
efforts were entirely futile. By 9 am the raid was seen to be a disaster, but the evacuation did not begin until 11 am.
The cost of the raid was high. Among 5000 Canadians the casualty rate was close to 70 percent. More than 900 Canadians died -
almost a third as many as all the allied dead on D-Day. A costly lesson that saved many lives on that day in Normandy two years
later.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing Special Rules


Axis Player [Germany]: Take 4 command cards. The hill that runs along the beach is a Sea Bluff (Terrain 11 -
You move first. Cliffs & Sea Bluffs). From a countryside hex treat it as a normal
hill for movement.
Allied Player [Canada]: Take 4 command cards.
The sandbags are a Sea Wall (Terrain 12 - Sea Wall). Treat it as
Conditions of Victory a permanent improved position for the Allied player.
5 Medals The Axis player is in control of the Bunkers (Terrain 2 -
Bunkers) and may claim them as a defensive position.
An Allied unit that captures the bridge, Puys, the casino, or
aerodrome, counts as one Victory Medal. Place an Objective
Medal in each of these hexes. As long as the Allied unit
remains on the hex, it continues to count toward the Allied
victory. If the unit moves off or is eliminated, it no longer
counts.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF14
SCENARIO #5470
Disaster at Dieppe
- Operation Jubilee

Château

Harbor Casino

Sea Wall

Sea Wall

Blue Beach Red Beach White Beach

Historical Background Setup order


A raid on the German-occupied coastal town of Dieppe, Operation Jubilee was intended to demonstrate the Allies
capacity to seize and hold a major port for a short while. The Canadians sent in just couldn't imagine how short their 1 x4
stay would be...
The landing beach was a mile long, with headlands at both ends and barbed wire across its entire length. At first,
enemy fire was light, letting the landing troops - Essex Scottish Regiment on Red Beach and the Hamilton Light 2 x2
Infantry on White Beach - make it through a first row of wire and toward the sea wall with only minor losses. But tanks
from the 14th Canadian Tank Battalion had not arrived ahead of the infantry landings as planned; and once landed, they
could not get any traction on the loose beach pebbles. To make things worse, the men of the Royal Regiment landing 3 x12
on Blue Beach near Puys arrived late. They were pinned on the beach, unable to move west and take the eastern
headlands before the main assault. The Germans, now on full alert, swept the exposed Canadian forces. Control of the
Casino and surrounding pillboxes sea-sawed back and forth but to no avail. Four hours after landing, the Allied
commanders were forced to call a retreat, leaving almost 60% of the men who'd landed killed, wounded or captured! 4 x3
The lessons learned from this debacle were painful, but were of considerable help in preparations for the landings in
Normandy, two years later.
The stage is set, the battle lines are drawn, and you are in command. The rest is history. 5 x16

Briefing Treat all hills as sea bluffs (Terrain 11 - Cliffs & Sea
6 x5
Bluff). In addition, the 3 hill hexes on or next to ocean
Axis Player [Germany]: Take 8 command cards. are impassable from ocean and shoreline hexes.
Allied Player [Canada]: Take 7 Command cards. The sandbags on the beach indicate a sea wall (Terrain
You move first. 12 - Sea Wall). 7 x5
Conditions of Victory Air Rules are not in effect. The Air Sortie cards are set
aside and are not used in this mission.
10 Medals. 8 x13
Note: If you do not own enough wire obstacles, use
The 2 bridges and the Château are Temporary Medal hedgehogs as stand-in pieces, playing them like wire
Objectives for the Allied forces. obstacles.
The Casino is a Temporary Medal Objective for whoever
9 x3
occupies it.

Special Rules 10 x19


British Commonwealth Forces Command rules are in
effect (Nations 5 - British Commonwealth Forces).
11 x2
Place a badge on the 2 British Commando units (Troops 2
- Specialized Units).
Patrol Cars rules are in effect (Troops 19 - Long Range 12 x1
Patrol Cars).
Armor units that move onto a Beach hex may only move 1
hex because of loose pebbles.
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF15
SCENARIO #1327
Yellow Beach August 19, 1942
- Dieppe
Setup order

1 x1

Le Petit Berneval 2 x14

Berneval-le-Grand
3 x8
Goebbels Battery

4 x4

5 x2

6 x7
Yellow I Yellow II

7 x1

Historical Background
The 23rd British Assault Craft force heading toward the Yellow Beaches sailed into the path of a German convoy. The German ships
opened fire and after a brisk engagement, the British commanders agreed that the landings at Yellow Beaches should be abandoned.
Seven craft, however, had veered away from the action and were closing in on the French shore. At Yellow II the landing was unopposed
and after making it through the wire, Capt. Young led his commandos inland toward their objective of Goebbels Battery. But the German
forces were now on alert and much too strong for a direct attack. The best Capt. Young could do was engage the gun position and divert
the battery's attention for some time.
At Yellow I, as the five British craft hit the beach, the German defenders were on full alert and opened fire as they hit the beach. A bold
attempt to outflank the defenders on the left failed as more German Infantry from the 570th and a company of engineers were rushed to
support the forces defending the beach.
Both commando groups were forced back to the beaches, but the landing craft had already withdrawn and they had no choice but
surrender.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

The Axis player is in control of the Bunker and may claim it as


Briefing a defensive position.
Axis Player: Take 6 Command cards All the Allied Special Forces are Commando units. Commandos
Allied Player: Take 5 Command cards. may move 1 or 2 hexes and still battle.
You move first. The Axis Special Forces are Engineer units. Place an Axis
special force token in the same hex with these units to
Conditions of Victory distinguish them from the other units. A Special Force
5 Medals Engineer unit may move up to 1 hex and battle or 2 hexes and
An Allied unit that captures Goebbels Battery Bunker hex not battle. A Special Force Engineer unit may target any
counts as one Victory Medal. Place an objective medal on the enemy unit 3 or fewer hexes away. It rolls 3 dice in close
Bunker hex. assault (enemy in adjacent hex), 2 dice against a target at 2
hexes and 1 die against a target at 3 hexes. When in close
Special Rules assault combat (enemy target is in adjacent hex) they ignore
defensive terrain combat dice reductions. An Engineer unit
The hill that runs along the beach is a bluff. Moving up the may remove wire and still battle.
bluff from a beach hex or down onto a beach hex is a 3 hex
move. From a countryside (green) hex treat the bluff as a
normal hill for movement.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF16
SCENARIO #2
Pegasus Bridge
Setup order

1 x6
le Port Caen Canal

2 x14

Pegasus Bridge RiverOrne


3 x4

4 x2
Benouville

Howard Pond Impassable Orne Bridge 5 x9

6 x4

7 x1

8 x2
Historical Background
The late hours of June 5, 1944... Led by Major John Howard, the men of Oxford and Buckinghamshire Light Infantry*
step aboard six Horsa gliders on a secret airfield in Dorset. Their mission: to launch the first airborne assault of D-Day
and capture two bridges, one astride the Caen Canal, the other over the Orne river, in Normandy.
A few minutes past midnight, now June 6, 1944, the gliders clip through the treetops and land in a small patch of rough
field, between a pond and the Caen Canal, only yards away from their objective! Major Howard and his troops pour out
of the planes, achieving complete surprise and rushing the stunned German forces. Despite furious opposition from a
heavily sandbagged machine gun nest at the end of now famous "Pegasus" bridge, they capture their objective within
moments. To the east, the Orne bridge is secured equally rapidly, giving British troops the first victory of D-Day!
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

* Although all British units involved in the raid on Pegasus Bridge were elite forces, for the sake of simplicity this
introductory scenario is using regular infantry units instead.

Briefing Special Rules


Axis Player: Take 2 command cards (Germans were
surprised). Draw two cards after turns 1 and 2. You will
then have a hand of 4 command cards for the rest of the
battle.
Allied Player: British: Major John Howard
Take 6 command cards.
You move first.

Conditions of Victory
4 Medals
An Allied unit that captures a bridge hex counts as one
victory medal. Place an objective medal on each of the
bridges. As long as the Allied unit remains on the bridge
hex, it continues to count toward the Allied victory. If
the unit moves off or is eliminated, it no longer counts.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF17
SCENARIO #3
Sainte-Mère-Eglise
Setup order

1 x6

2 x16

Neuville-au-Plain Fouville
3 x3
Sainte Mère-Eglise

4 x1

5 x1

Historical Background
Establishment of a defensive base at Ste. Mère-Église was one of the key objectives of the US 82nd Airborne Division. In contrast with
other regiments, the 505th Parachute Infantry, landing northwest of Ste. Mère-Église, had one of the most accurate drops. Rapidly
regrouping and tipped by a French native to the presence of German troops in town, the paratroopers planned to surround Ste.
Mère-Église and move in with knives, bayonets and grenades.
In the meantime, to the north, Lt. Turner Turnbull deployed his force on high ground near Neuville-au-Plain, engaging and fighting the
enemy to a draw. This bought some crucial time for the battalions around Ste. Mère-Église, giving them a chance to meet the German
southern thrust and annihilate several enemy units. This led to an overestimation by German command of American strength in this
sector, and as a result, the Germans withdrew.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

safely and is ready for action.


Briefing
Axis Player: Take 4 command cards
Allied Player: Take 5 command cards.
You move first.

Conditions of Victory
4 Medals

Special Rules
Before the Allied side takes its first turn, the Allied player has
an additional airdrop.
Hold 4 Infantry figures in your hand about 12 inches - roughly
the height of the box set on its side - above the battlefield.
Drop the figures. If a figure falls off the board or lands in a
hex with another friendly or enemy unit, this figure is out of
action and placed back into the box. No Victory Medal is
awarded to the Axis player on this occasion.
If the figure is not out-of-action, place an additional 3 figures
from the box into the Infantry figure's hex. The unit landed

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF18
SCENARIO #42
Utah Beach June 6, 1944

Setup order

1 x4
Exit 1 Marsh Exit 2 Marsh Exit 3 Marsh

La Grande Dune 2 x5

3 x1

4 x7

Uncle Tare 5 x1

6 x1

7 x8

8 x9
Historical Background
The American plan was that following the air and naval bombardment, the 8th Regiment would land first followed by
Duplex Drive (DD) tanks. Utah was divided into a northern beach 'Tare' and a southern beach 'Uncle'.
When Brigadier General Theodore Roosevelt Jr. landed with the first wave of infantry, he realized that it was the 'wrong'
beach. The landing crafts had drifted south however, to a section of the beach that was far less heavily defended; some
credit him with saying "We'll start the War right here". Had the US forces landed at their intended location, they would
have had to fight through a powerful defensive position.
One battalion after another came ashore with little loss of life. By the end of 6 June, the Division had achieved most of
its objectives, in part because of the initiative of Brigadier General Theodore Roosevelt.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 command cards.
Allied Player: Take 6 command cards.
You move first.

Conditions of Victory
5 Medals.
An Allied unit that exits off the Axis side of the
battlefield counts as one Victory Medal. The Allied unit
is removed from play. Place one figure from this unit
onto the Allied medal track.

Special Rules
The Axis player is in control of the Bunkers and may
claim them as a defensive position.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF19
SCENARIO #11
First Assault Wave
- Omaha Beach
Setup order

1 x4
Colleville-sur-Mer Saint-Laurent-sur- Viervillesur-Mer
Mer

2 x5

3 x13
E-3 E-1 D-3 D-1

4 x9
Sea Wall

5 x4
Fox Easy Dog Charlie
6 x8

7 x5

Historical Background
"Never had there been a dawn like this." - Cornelius Ryan, The Longest Day
The US assault waves on Omaha Beach were led by the 116th Regimental Combat Team, destined for Dog sector on the left; and the 16th
Regimental Combat Team hitting Easy and Fox sectors. The first wave also included two battalions of tanks from the 741st and 743rd. A
persistent swell and strong undertow kept pushing the incoming troops toward the wrong sections of the beach. Heavily-fortified
German positions delivered a withering roll of fire the moment any LCA crash-landed in. Exhausted and sea-sick survivors reaching the
water's edge would find no protection, save for a 200-yard dash to the seawall. Many simply collapsed, or tried to find cover behind the
numerous beach obstructions. Yet in the face of intense small arms and artillery fire, a handful of young soldiers rallied and began to
act. The first infiltrations were made between the E-1 and E-3 exits. Advances against other strong points were also successful and while
it was not apparent at the time, German defenses were starting to crumble.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

them as a defensive position.


Briefing
The Allied Special Force is a Ranger unit. Place a Rangers
Axis Player: Take 5 command cards badge in the same hex as this unit to distinguish it from the
You move first. other units. Rangers may move 1 or 2 hexes and still battle.
Allied Player: Take 4 command cards. Treat the Sea Wall as a permanent improved position
(sandbags) for the Allied player. Place sandbags in these two
Conditions of Victory hexes. Units may move through the seawall as normal.
6 Medals
An Allied unit that captures a town counts as one victory
medal. Place an objective medal in each town hex. As long as
the Allied unit remains on the town hex, it continues to count
toward the Allied victory. If the unit moves off or is
eliminated, it no longer counts.

Special Rules
The hill that runs along the beach is a bluff. Moving up the
bluff from the beach is a 2 hex move. Tanks may not move up
the bluff from the beach. From the inland side, treat the bluff
as a normal hill in battle and for movement.
The Axis player is in control of the Bunkers and may claim
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF20
SCENARIO #13
Omaha Beach Overlord

Coleville-sur-Mer Saint Vieville-sur-Mer


-Laurent-sur-Mer

E-3 E-1 D-3 D-1

F-1 Sea Wall Sea Wall

Fox Easy Dog Charlie

Historical Background Setup order


The US assault waves on Omaha Beach were led by the 116th Regimental Combat Team, destined for Dog sector on the
left; and the 16th Regimental Combat Team hitting Easy and Fox sectors. The first wave also included two battalions of 1 x24
tanks from the 741st and 743rd. A persistent swell and strong undertow kept pushing the incoming troops toward the
wrong sections of the beach. Heavily-fortified German positions delivered a withering roll of fire the moment any LCA
crashlanded in. Exhausted and sea-sick survivors reaching the water's edge would find no protection, save for a 2 x5
200-yard dash to the seawall. Many simply collapsed, or tried to find cover behind the numerous beach obstructions.
Yet in the face of intense small arms and artillery fire, a handful of young soldiers rallied and began to act. The first
infiltrations were made between the E-1 and E-3 exits. Advances against other strong points were also successful and
while it was not apparent at the time, German defenses were starting to crumble. 3 x8
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing claim them as a defensive position. 4 x10


The Allied Special Forces are Ranger units. Place a
Axis Player: Take 8 command cards Ranger badge in the same hex with these units to
You move first. distinguish them from the other units. Rangers may 5 x18
Allied Player: Take 8 command cards. move 1 or 2 and still battle.
Either side may choose to play a 'Recon' command card
Conditions of Victory as a Barrage Tactic card instead: 'Target any enemy unit
6 x19
8 Medals and roll 4 dice' (see Barrage card for more details).
An Allied unit that captures a town counts as one Victory
Medal. Place an Objective Medal in each of the towns. As
long as the Allied unit remains on the Town hex, it 7 x8
continues to count toward the Allied victory. If the unit
moves off or is eliminated, it no longer counts.
An Allied unit that exits off the Axis side of the
battlefield, counts as one Victory Medal. The Allied unit
is removed from play. Place one figure from this unit
onto the Allied medal track.

Special Rules
The hill that runs along the beach is a sea bluff. Moving
up the bluff from the beach is a 2 hex move. Tanks may
not move up the bluff from the beach. From the inland
side, treat it as a normal hill in battle and for movement.
Treat the Sea Walls as a permanent improved position
(sandbags) for the Allied player. Place sandbags in
these hexes. The seawall offers protection, but has no
effect on the movement of units.
The Axis player is in control of the Bunkers and may

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF21
SCENARIO #6817
[Normandy] Omaha Beach Exit D1
- Landing at Vierville-sur-Mer.
Setup order

1 x3
D1

2 x1

Wn71 Wn72
3 x4

4 x5

5 x16
Dog Green Charlie Red
6 x4

USS Cormick 7 x3

8 x6
Historical Background
6th of June 1944,06h30 - Dog Green/Charlie Red sector.
Landing Craft of Able Company of 116th RCT (Regimental Combat Team, 29th Infantry Division) landed on Dog Green 9 x1
sector while LCAs of Charlie Company of 2nd Rangers Battalion arrived on Charlie Red sector. US soldiers were
immediately under the deadly fire of machine-guns, mortars and antitank guns of German strongpoints Wn71, Wn72
and Wn73 which defended the area. On Dog Green, A/116th RCT, decimated, was pinned down on the beach, and
survivors took cover behind hedgehogs. On Charlie Red, Rangers succeeded to reach the cliffs with heavy losses and to
take by the rear the "Maison fortifiée" strongpoint, that was reduced in the morning. On Dog Green, in spite of the
support of DD amphibious tanks of B Squadron (743rd Tank Battalion) and the landing of the second assault wave (
B/116th RCT), the US soldiers were still pinned down on the beach, always under the fire of Wn71. Exit D1 was only
captured by US troops at 14h00, but was not available before the evening of D-Day.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

(SWAs 6 - Mortar Late War).


Briefing
Place badges on the 3 Allied elite infantry units (Troops
Allied player [United States] 2 - Specialized Units) and a badge on the German
6 command cards, you move first. artillery unit (Troops 23 - Heavy Anti-Tanks Guns).
Axis player [Germany]
4 command cards.

Conditions of Victory
6 medals.
Exit marker rules are in effect for the Allied troops
exiting the board through the hex marked "Exit D1".

Special Rules
Use "Sea Bluffs" rules for the beach edge of the hills
(Terrains 11 - Cliffs and Sea Bluffs).
Special Weapon Asset rules (SWAs 4 - Special Weapon
Assets) are in effect for the unit equipped with Mortar
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF22
SCENARIO #6678
[Normandy] Vaumicel Manor
- Counter-attack at Omaha Beach
Setup order

1 x1

2 x7

Vacqueville
3 x8

4 x1
Wn 69 Château de Vaumicel

St-Laurent Ferme de l'Ormel 5 x9

6 x2

7 x2

8 x2
Historical Background
Omaha Beach at the end of the morning, US units which have survived to the hell of the beach began to reach the
plateau. Companies of 116th Infantry Rgt, 115th Infantry Rgt, 2nd and 5th Rangers and tanks of 743rd and 741st Tank 9 x2
battalions are mixed but went ahead on the initiative of some leaders. On the German side too, it was chaos, units
which suffered of the US landing were withdrawing to the hinterland while reinforcements began to arrive from the
rear. German 352.Infanterie Division tried to counter-attack toward Vierville with some combat engineer units and a
company of Panzerjäger but this attempt was quickly stopped by naval support artillery. In the evening,the
352.Infanterie Division had failed to drive back US troops in the sea. On each side, soldiers were exhausted, for them
the D Day was really the longest day.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Allied player [United-States]
5 command cards.
Axis player [Germany]
6 command cards, you move first.

Conditions of Victory
6 medals.
St Laurent-sur-mer and ferme de l'Ormel are each a
temporary medal objective for the Axis player.
Wn 69 and Vacqueville are each a temporary medal
objective for the Allied player.

Special Rules
Place badges on the elite infantry units (Troops 2 -
Specialized Units) and on the Engineers units of the two
sides (Troops 04 - Combat Engineers).

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Produced with permission, for non-commercial use only.
WF23
SCENARIO #7
Pointe-du-Hoc
Setup order

1 x4

2 x16

3 x2

4 x7

5 x2

6 x2

Historical Background
Planners felt that the German batteries on Pointe-du-Hoc would be one of the most daunting threats to Allied forces landing on Omaha
in the morning of D-Day. Set atop 100 foot cliffs west of the beach, the guns' range were such that they'd be able to score direct hits on
any troops landing on the beach below. The 2nd Rangers, under the command of Lieutenant Colonel James E. Rudder, were tasked with
silencing them.
Following a difficult approach and despite intense firing from the German garrison, the first of about 200 Rangers leading the assault
were on top of the cliffs within minutes. They were surprised to find that the guns had been withdrawn off the point three days before.
Finding only dummies made from timber in the gun casemates, Ranger patrols infiltrated south looking for the missing guns.
Meanwhile two significant concentrations of Germans remained on the point for much of the morning. The anti-aircraft position in the
southwest bunker and the observation bunker at the tip of the point were the most dangerous and resisted repeated Ranger attacks.
A Ranger patrol finally found the guns unguarded, but ready to fire, in an apple orchard inland. The patrol placed incendiary thermite
grenades in the guns and accomplished their mission.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

as a normal hill in battle and for movement.


Briefing
The Axis player is in control of the Bunkers and may claim
Axis Player: Take 4 command cards them as a defensive position.
Allied Player: Take 6 command cards. All the Allied units are Special Forces Ranger units. Therefore,
You move first. there is no need to place Ranger badges with the units.
Conditions of Victory Rangers may move 1 or 2 hexes and still battle.
4 Medals
An Allied unit that captures a forest hex at the Axis side or the
battlefield counts as one victory medal. Place an objective
medal on each forest hex. The medal, once gained, continues
to count toward the Allied victory even if the unit moves off
the hex or is eliminated.

Special Rules
The hill that runs along the beach is a cliff. Moving up the cliff
from the beach is a 2 hex move. From the inland side, treat it

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF24
SCENARIO #41
Gold Beach June 6, 1944

Setup order

1 x2
Le Buhot

Marsh 2 x5

Customshouse Le Hamel
3 x2
RadarStation

4 x1

5 x7
Jig-Green Item
6 x2

7 x9

8 x5
Historical Background
The German defenses at Gold consisted of two battalions of the 726th Regiment supported by inland batteries. Barbed
wire and a few anti-tank hedgehog obstacles protected the entire stretch of beach. 9 x4
The British planners had divided Gold beach into four zones, 'Item', 'Jig', 'King' and 'Love'. For the assault, the 231st
Brigade would attack Jig and the 69th Brigade would land on King. Almost as soon as the infantry got to the beaches on
Jig, they started to suffer serious casualties. 'Hobart's Funnies' and 47 Royal Marine Commando units landed next, but
the coastal defenders hung on at Le Hamel despite the Allied troops' tank support. To the west, the radar station at St.
Come de Fresne' was taken and to the east of Le Hamel, the Customs house was cleared. From these points, in a wide
sweeping movement, Infantry and tanks advanced inland toward the high ground .
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 command cards.
Allied Player: Take 6 command cards.
You move first.

Conditions of Victory
6 Medals.
An Allied unit that captures a town hex, as noted, counts
as one Victory Medal. Place an Objective Medal on each
of these hexes. As long as the Allied unit remains on the
hex, it continues to count toward the Allied victory. If
the unit moves off or is eliminated, it no longer counts.

Special Rules
The Axis player is in control of the Bunkers and may
claim them as a defensive position.
The Allied Special Forces is a Commando unit. Place an
Allied special force token in the same hex as this unit to
distinguish it from other units. Commandos may move 1
or 2 hexes and still battle.
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF25
SCENARIO #4
Sword Beach
Setup order

1 x3
Riva Bella Lion sur Mer

2 x3

3 x4

4 x10

5 x7

6 x3

Historical Background
The 8th Brigade Group of the 3rd British Division, supported by Commandos of the 1st Special Service Brigade and the amphibious
Sherman tanks of the 13th and 18th Hussars, formed the first wave of Allied forces to land on "Sword" beach, near the mouth of the Orne
River, on the morning of June 6, 1944.
The tanks were to land first and engage the enemy before the infantry arrived. The heavy seas slowed the approach and both tanks and
infantry came ashore together. The bad weather, coupled with stiff German resistance, delayed the inland advance. While commandos -
including the first French troops to set foot back on their homeland that day - captured the Casino at Riva Bella, the bulk of the Allied
forces failed to push inland and capture Caen, their objective for the day. The consequences of this, the biggest set-back of Allied
operations on D-Day, were to be felt well into July, and the city of Caen itself would pay a dear price for it.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 command cards
Allied Player: Take 5 command cards.
You move first.

Conditions of Victory
5 Medals
An Allied unit that captures a Town hex counts as one Victory
Medal. Place an Objective Medal on each Town hex. As long as
the Allied unit remains on the Town hex, it continues to count
toward the Allied victory. If the unit moves off or is
eliminated, it no longer counts.

Special Rules
The Axis player is in control of the Bunkers and may claim
them as a defensive position.
The Allied Special Forces are Commando units. Place a British
badge in the same hex as these units to distinguish them from
other units. Commandos may move 1 or 2 hexes and still
battle.
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF26
SCENARIO #6367
Sword Beach
Setup order
Orne Caen
1 x9

2 x10

3 x12
Canal de l'Orne

4 x9
Ouistreham

Lion-sur-Mer

5 x4
Casino Riva Bella Chateau

Strong-point Cod

Strong-point Trout
6 x2

7 x2

8 x8

9 x7
Historical Background
The early hours, morning of June 6, 1944 - Men of the British 6th Airborne Division airdrop inland to capture the 10 x8
bridges over the Orne River and canal and prevent the German armored formations in the area between Normandy and
Paris from moving west to attack the left flank of the upcoming Allied beachhead. Shortly thereafter, the 85h Brigade
Group of the 3rd British Division, supported by Commandos of the 1st Special Service Brigade, and the amphibious
Sherman tanks of the 13th and 18th Hussars, lands on Sword beach. The Germans are about to find out how illusory the 11 x6
protection of ill-named strong-points Cod and Trout really are, in the face of a determined armada...
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
12 x3
Briefing Special Rules
Axis Player [Germany]: Take 5 command cards. Place a badge on the German elite infantry unit and on
the Commando infantry units (Troops 2).
Allied Player [Great Britain]: Take 6 command cards.
You move first. The Axis player is in control of the Bunkers and may
claim them as a defensive position (Terrain 2).
Conditions of Victory Air Rules are not in effect. The Air Sortie cards are set
12 Medals. aside and not used in this scenario.
Casino Riva Bella, Strong-point Trout and the Chateau
are Permanent Medal Objectives for the Allied forces.
The two bridges over the Orne River and Canal form a
Temporary Medal Objective worth 2 Medals for whoever
controls it.
The two hexes on the outskirts of Caen form a Temporary
Majority Medal Objective worth 3 Medals for whoever
controls them. The Axis player controls them at game
start, and thus has a 3 Medals headstart.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF27
SCENARIO #34
Sword Beach Overlord June 6, 1944

Ouistreham Infantry exit hex Infantry exit hex Chateau

Artillery Strongpoint Cod Lion Sur Mer


Emplacement

CasinoRiva Bella Strongpoint Trout

10th and 4th 6th Commando 41st Commando


Commando units units units

Historical Background Setup order


The landings on Sword Beach according to the assault plan had the DD tanks of the 13th and 18th Hussars land just
before the British infantry units. But as on the other beaches this day, heavy seas slowed the approach of the tanks and 1 x11
all came ashore about the same time. The 1st South Lancs landed on Queen White and the 2nd East Yorks on Queen Red.
On shore heavy machine gun and mortar fire along the length of the beach greeted the landing craft.
The Commando units came ashore with the following waves. The 4th Commando along with the 10th French Commando, 2 x6
landed to the left of queen Red with the objective of clearing the Casino at Riva and eliminating the gun battery at
Ouistreham. But the guns had been removed earlier by the Germans. The 41st Commando units touched down on the
western end of Queen White, with the objective to eliminate strongpoint 'Trout' and attack the Chateau west of the
town. While the 6th Commando were ordered to move quickly, to relieve British Airborne around the River Orne. 3 x5
Right in the middle of the beach landings, was the German strongpoint 'Cod', a series of concrete fortifications, wire
and 88mm and 75mm guns.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
4 x5

Allied special force token in the same hex with these


Briefing units to distinguish them from the other units. 5 x5
Axis Player - Take 8 cards Commando units may move 1 or 2 and still battle.
Allied Player - Take 10 cards
You move first 6 x17
Conditions of Victory
10 Medals 7 x19
An Allied unit that captures, the Artillery Emplacement
hex (indicated by a sandbags which is a permanent
improved position), or Casino Riva Bella, or the Chateau,
or Strongpoint 'Trout', will count as one Victory Medal 8 x4
for each. Place an Objective medal on each of these
hexes. As long as the Allied unit remains on the
objective hex, it continues to count toward the Allied
victory. If the unit moves of or is eliminated, it no longer
counts.
If an Infantry unit exits off the battlefield from either of
the indicated hexes on the Axis baseline, it will count as
one Victory Medal for each unit that exits. Place an
Objective medal on these hexes.

Special Rules
The Axis player is in control of the Bunkers and may
claim them as a defensive position.
The Allied Special Forces are Commando units. Place an
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF28
SCENARIO #6541
Breakthrough to the Beach

Setup order

1 x16
Orne Perlers sur le Dan

2 x5
Pegasus Bridge

3 x2
Canal Hillmann

4 x1
Colleville

5 x2

Oulstreham Hermanville Don-sur-Mer


6 x3
Casino

7 x11

8 x5

9 x5

Historical Background 10 x3
Sword Beach - 07:20, June 6, 1944 - The DD tanks of 13/18 Hussars and Flails of 22 Dragoons land, followed by the men of 2nd East Yorkshire Rgt on
Queen Red and those of 1st South Lancashire Rgt on Queen White. In the space of a few minutes, 200 men fall in front of withering fire from
strong-point Cod. But others keep moving, followed by the commandos, and by noon they've seized all their objectives. The road to Caen is now
open... 11 x4
That same day, on the outskirts of Caen. - The Germans muster the only sizable unit within reach, the 21st Panzerdivision. Around 16:00 the division's
Kampfgruppen lead the charge. KG Rauch reaches the coast between Luc-sur-Mer and Lion-sur-Mer an cordons off the Brits on Sword Beach from
their Canadian brethren on Juno. But the spectacular arrival of hundreds of British gliders over St Aubin d'Arquenay puts a stop to the Germans, who
are soon forced to retreat back to Caen. 12 x9
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Churchill AVRE and behave like Combat Engineers when entering 13 x12
Briefing minefields (Troops 4 - Combat Engineers).
Axis Player [Germany]: Take 6 Command cards. Place a badge on the three German Sniper units (Troops 10 - Snipers).
Allied Player [Great Britain]: Take 6 Command cards. You move first. The German artillery units with a Battle Star are Flak 88mm guns.
Apply the following Heavy Anti-tank Guns rules : - Move 0-1 or battle
14 x12
Conditions of Victory at 2, 2, 2, 2. - Stars rolled score a hit on Armor. - Target must be in line
of sight. - Ignore terrain battle protections. The Flak 88 Gun in the
12 Medals. beach bunker does not grant a medal to the Allied player, even if
Lion-sur-Mer is a Permanent Medal Objective for the Armored Axis destroyed. The artillery units in a bunker cannot move nor retreat. 15 x7
units. Reinforcements: As soon as a player reaches 5 medals, he may call
Pegasus Bridge, over the Orne canal, is a Permanent Medal Objective reinforcements in. The Axis player's reinforcements are the 5 units
for the British commandos starting on the ocean baseline (but not for with a Battle Star, around Périers sur le Dan (except for the 88 Gun).
the paratroopers next to the bridge). These units cannot be ordered until the Axis player reaches 5 medals 16 x1
though. The Allied player's reinforcements are not on the battlefield at
game start; instead, he may deploy 5 new infantry units and 2 new
Special Rules armor units on his baseline as soon as he gets his first 5 medals. This
Place a badge on the four British commando units (3 on the ocean's deployment is free: the units can then be ordered with a Command 17 x12
baseline and 1 by the bridge), on the French commando unit and on the card.
German elite infantry units (Troops 2 - Specialized Units). The Axis player lays out the minefields (Terrain 29 - Minefields).
Place a badge on the Mobile Artillery units on the ocean's baseline Air rules are not in effect. The Air Sortie cards are set aside and not
(Troops 14 - Mobile Artillery). They can move and fire, even when on used in this scenario. In addition, the Axis player cannot use the Air 18 x1
water. Power card. When drawn, he must immediately discard it and draw a
Place a badge on the two flame thrower tank units. These tanks are new one.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF29
SCENARIO #38
Juno Beach
Setup order

1 x7
Courseulles-sur-Me Graye- sur-Mer
r

2 x1

Vaux
3 x2
River Seulles

4 x2

5 x6
Nan- Green Mike-Red
6 x6

7 x1

8 x2
Historical Background
The Canadian troops were assigned to land at Juno beach on D-Day and push inland. Juno had been divided into two
beaches, 'Mike' and 'Nan'. The 7th Canadian Brigade Group under Brigadier HW Foster would land on Mike and the 8th 9 x8
under Brigadier KG Blackader on Nan. Each brigade would have DD tanks in support.
Foster's force landed on Mike Red and Nan Green on either side of the River Seulles. On the right, the Canadian infantry
arrived before their supporting armour and was welcomed by a barrage of German fire from two concrete bunkers 10 x9
position on either side of the river. On the left the infantry was rapidly caught up in a hard fight for the defended
village of Courseuilles. Although the Sherman tanks from the 6th Canadian Armoured Regiment gave supporting fire, it
was the infantry that stormed the village house by house and secured the position. Meanwhile on the right, once the
bunkers fell, the infantry pushed inland and captured Vaux, Graye and the bridges over the River Seulles. 11 x5
This was a return to France, for a number of Canadians who had fought in the tragic Dieppe Raid of August 1942. It was a
chance for some 'payback' and, once ashore, the 'Canucks' achieved the deepest penetration inland of any of the Allied
landings on D-Day.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

claim them as a defensive position.


Briefing
Axis Player: Take 4 command cards.
Allied Player: Take 6 command cards.
You move first.

Conditions of Victory
6 Medals.
An Allied unit that captures a bridge hex or the town
hexes, as noted, count as one Victory Medal. Place an
Objective Medal on each of these hexes. As long as the
Allied unit remains on one of these hexes, it continues to
count toward the Allied victory. If the unit moves off or
is eliminated, it no longer counts.

Special Rules
The Axis player is in control of the Bunkers and may
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF30
SCENARIO #13504
Strong point La Cassine
- The Queen's facing Wn28.
Setup order

1 x8
Bernières

2 x1

H 604
3 x5

4 x12

5 x9

6 x6

7 x4

8 x1
Historical Background
The German strong point Wn28 had been built in place of a villa called "la Cassine" on the beach side of
Bernières-sur-mer. On the 06th of June 1944 at 08h05, the B Company of Queen's Own Rifles of Canada landed on Nan
White in front of the four bunkers of Wn28. These bunkers with soldiers of the 716. Infanterie Division were armed with
an old machine-gun 08/15, a 5 cm Kwk gun, a mortar of 8 cm and a turret of FT17 tank with a machine-gun. DD tanks
had not yet reached the beach and AVRE tanks were too far to support the Canadian infantrymen. The B Company lost
one third of its strength (65 soldiers and officers) in its progress right to "la Cassine" before to be sheltered by the sea
wall lining the beach. Then, with the support of an anti-aircraft ship, the Queen's attacked the bunkers with grenades.
At 09h30 in the morning, the German strong point was in the hands of the survivors of B Company.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player [Germany] : 5 command cards.
Allied player [Canada] : 6 command cards, you move
first.

Conditions of Victory
6 medals.
The bunker H 604 is a temporary medal objective for the
Allied player.

Special Rules
- Use "BCF Command" rules (Nations 5).
- Use "Destroyer" rules (Troops 12) to the anti-aircraft
ship and "Heavy Anti-Tank Guns" rules (Troops 23) to
the 5 cm Kwk gun.
- Use "Special Weapon Assets>1942" rules (SWAs 4) for
units equipped with Mortar (SWAs 6) and Machine-guns
(SWAs 7).
- Use "Sea wall" rules (Terrains 12) to the sea wall lining
the beach.
- The Axis player lays out the minefields (Terrain 29).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF31
SCENARIO #13550
Escoville
- The attack of Kampfgruppe Von Luck.
Setup order

1 x1
Sainte-Honorine

Longueval 2 x8

3 x1
Escoville

4 x7
Château L'Orne

5 x12
Hérouvillette
6 x2
Le Mariquet Le Bas deRanville

Ranville 7 x3

Historical Background
The landing of the gliders of the 6th Airlanding Brigade in the evening of D-Day reinforced the British bridgehead east of the Orne river.
On the 07th of June at 15h00, Kampfgruppe Von Luck, composed with a panzer company, the armored reconnaissance group, assault guns
and a panzergrenadier battalion, launched an assault on the British positions around Ranville. A fierce battle occurred between the
German panzergrenadiers and the British paratroopers in the woods of the Escoville castle. Several German tanks were destroyed by
anti-tanks in the plain in front of Hérouvillette. Finally, the resistance of airborne troops supported by a powerful artillery stopped the
German attack in the village of Escoville. The British bridgehead was saved!
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player [Germany] : 5 command cards, you move first.
Allied player [United Kingdom] : 5 command cards.

Conditions of Victory
6 medals.
The Escoville castle, Hérouvillette and Ranville are each a
temporary medal objective for the Axis player.

Special Rules
- Use "BCF Command" rules (Nations 5).
- Use "Specialized Units" rules (Troops 2) to all Allied and Axis
infantry units. Badges are not required.
- Re-supply rules (Actions 24) are in effect for Half-Tracks
(Troops 18).
- Use "Tank Destroyers" rules (Troops 24) to the two Allied
armored units with TD badge.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF32
SCENARIO #1583
Battle of the Bridgehead (*)
- Normandy
Setup order

1 x7
Carpiquet

2 x3

St.Contest
3 x7
Authie

4 x10
Cairon NorreyenBessin

Rots 5 x1

Historical Background
On D-Day +1 the Canadians sought to achieve their final D-Day objectives and push through to the airfields at Carpiquet.
Elements of the 9th Brigade consisting of the North Nova Scotia Highlanders and armour provided by the Sherbrooke Fusiliers advanced on Buron along
the Buron-Authie axis toward Carpiquet. At Authie the Canadians ran into the first major German counter-attack against the allied bridgeheads.
The 12th SS Panzer Division consisted of HitlerJugend. Young, fanatical but inexperienced soldiers. They were however commanded by NCO's who were
hardened veterans of the Eastern campaigns. Among the lead elements was Standartenfurhrer (Colonel) Kurt Meyer and his 25th SS Panzer-Grenadier
Regiment. Meyer's orders were to strike at the beaches, his first task was to recapture Buron and Authie.
The Germans moved quickly on the unwary Canadians who had already lost men just in the taking of the villages. Casualties on both sides mounted as
the North Novas proved to be a match for the HitlerJugend. The same cannot be said of the Sherbrooke Fusiliers whose out-gunned Shermans and green
crews were not equal to Meyer's skilled command. Nevertheless, many panzers were left burning on the field as well. Although the 9th Brigade pulled
back to entrench the 25th SS was largely eliminated as an effective force.
The next day, elements of the 26th SS Panzer-Grenadier Regiment moved in on the 7th Brigade to the right of the 9th. Storming the beaches on D-Day
left the 7th under-strength. The 26th SS although attacking piecemeal were able to force the Winnipeg Rifles into a difficult retreat. The Regina Rifles
also found the enemy starting to show up in strength. Were it not for the timely arrival of tanks from the Sherbrooke Fusiliers, disaster would have
surely ensued.
Kurt Meyer had out-fought the Canadians and the fierceness of his attack had left them uncommonly wary of tangling with SS units. Carpiquet, virtually
in view of the lead Canadian elements, would not be reached for another month. Which was the next time that the Canadians saw major action.

counts.
Briefing
Axis Player: Take 5 Command cards
Allied Player: Take 5 Command cards.
You move first.

Conditions of Victory
5 Medal

Special Rules
The Axis Special Force tank units have 4 figures. Place an Axis badge
in the same hex as this unit to distinguish it from the other units.
An Allied unit that captures the Town hex of Carpiquet counts as one
Victory Medal. Place an Objective Medal on the Town hex. As long as
the Allied unit remains on the Town hex, it continues to count toward
the Allied victory. If the unit moves off or is eliminated, it no longer
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF33
SCENARIO #17
Villers-Bocage June 12, 1944

Setup order

1 x1

Wittmann 2 x6

Villers-Bocage
3 x9

4 x17

5 x10

6 x2

7 x1

Historical Background
On June 12th, the Second British Army was still searching for a soft spot in the German defenses around Caen. An attempt was made to
exploit a gap between the 352nd German Division, driven back from 'Omaha' by the American forces, and the 'Panzer Lehr', defending
Caen.
Good progress was made by the 7th Armored Division; it reached Villers Bocage, but the push came to a halt when the Division's leading
elements were ambushed by Tiger tanks of the 501st SS heavy Tank battalion, just outside the small market town. Soon, twenty tanks
were lost, including a reported ten credited to the German Tank ace Michael Wittmann alone!
After the ambush, the 7 Armoured withdrew to a more secure position. The Second British Army had just lost its best chance of capturing
Caen that month.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

tank marked with a Battle Star is Michael Wittmann's: It may


Briefing ignore 1 flag; battle at +1d when not moving; and its Battle
Axis Player Star does not count as an additional Victory medal for the
[Germany] enemy.
Take 6 Command cards. In this battle, all forest and village hexes are considered
You move first. impassable. Those Axis units that do start in a forest hex may
Allied Player not enter any other forest or village hex once they leave their
[British] initial position.
Take 3 Command cards. Air Rules are not in effect. The Air Sortie cards are set aside
and are not used in this mission.
Conditions of Victory
Axis Player: 5 Medals.
Allied Player: 3 Medals.
The Victory medals on the two road hexes exiting from the
village are Permanent Medal Objectives for the Axis forces.

Special Rules
British Commonwealth Forces command rules are in effect
(Nations 5 - British Commonwealth Forces).
Tiger tank rules are in effect (Troops 16 - Tigers). The Tiger
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF34
SCENARIO #13566
Battle of Lingevres
- Sergeant Harris, tank Killer.
Setup order

1 x1

Lingèvres 2 x1

3 x11
Les Feuillets

4 x3

Ruisseau du Pont
Saint-Esprit
5 x2
La Haye
6 x7
Verrières

7 x11

8 x6
Historical Background
One week after D-Day, the coming of the Panzer Lehr Division on the front line had stopped the advance of XXXth
British Corps in front of Tilly-sur-Seulles. So, 50th Infantry Division had to attack toward Lingevres, a village west of 9 x7
Tilly. With the support of tanks of 4/7 Dragoon Guards, 9th Durham Light Infantry (9th DLI) advanced after an artillery
barrage. Tanks and grenadiers of the Panzer Lehr Division were driven out during the British advance. In the streets of
Lingevres, a tank fight occurred between the Sherman Firefly of Sergeant Harris and several Panther tanks. Sergeant 10 x1
Harris succeeded in destroying quickly five Panther tanks in the Lingevres. At the end of the battle, he was rewarded
with the Distinguished Conduct Medal (DCM) for this exploit.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
11 x3
Briefing
Axis player [Germany] : 6 command cards.
Allied player [United Kingdom] : 6 command cards, you
move first.

Conditions of Victory
6 medals.
The church of Lingevres is a temporary medal objective
for the Allied player.

Special Rules
- Use "BCF Command" rules (Nations 5).
- Use "Elite Armor" rules (Troops 2) to the two Axis
armor units and one Allied armor unit with badges.
- The Axis player lays out the minefields (Terrain 29).
- Use "Fordable Streams" rules (Terrain 61).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF35
SCENARIO #13438
Capture of "Distelfink" radar station
- Commandos and Funnies.
Setup order

1 x6

2 x2

3 x7

4 x4

5 x2

6 x12

Douvres-la-Délivran 7 x2
de

8 x7
Historical Background
German radar station "Distelfink", between Basly and Douvres-la-Délivrande, was defended by the 8.kompanie of
Luftnachrichten Regiment. This position was really strong because of numerous blockhaus and trenches armed with 9 x2
anti-tank guns, anti-aircraft guns, mortars and machine-guns, all surrounded by minefields, anti-tank ditches and
barbed wire. "Distelfink" was attacked first on the 07th of June by Canadian soldiers of the North Shore Regiment,
landed on Juno Beach. This was a set back. Several attacks followed on the next days without any success, the German 10 x9
radar station resisted firmly. Finally, on the 17th of June, a combined attack made by Hobart Funnies (Flails and AVRE)
of the 26th Assault Squadron RE and Commandos of 41st Royal Marine Commando got the surrender of the German
garrison totally isolated from 10 days in the rear of Allied lines.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

around the site.


Briefing - The Axis player lays out the minefields (Terrain 29).
Axis player [Germany] : 6 command cards.
Allied player [United Kingdom] : 6 command cards, you
move first.

Conditions of Victory
6 medals.
Each radar is a temporary medal objective for the Allied
player.

Special Rules
- Use "BCF Command" rules (Nations 5).
- Use "Specialized Units" rules (Troops 2) to all Allied
infantry units. Badges are not required.
- Use "Hobart Funnies" rules (Troops 26) to all Allied
tank units. 2 "Flails" Mine Digger and 2 "AVRE" Petard
Mortar.
- Special Weapon Asset rules (SWAs 4 - Special Weapon
Assets>1942) are in effect for units equipped with
Anti-Tank Weapons (SWAs 5), Mortars (SWAs 6) and
Machine-guns (SWAs 7).
- Hedgehogs (Terrain 5) represent anti-tank ditches
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF36
SCENARIO #13559
Assault on Hill 112
-
Setup order

1 x4

Paddock 2 x1

Kastenwald
3 x1
Cote 112

4 x18
Le bonrepos

versEterville Croix desFilandriers versEvrecy 5 x6

6 x1
CheminHaussé

7 x6

8 x4
Historical Background
The objective of Operation Jupiter was the capture of Hill 112 by British troops. 129th Brigade of the 43rd Infantry
Division was ordered to capture it. on the 10th of July 1944, infantrymen of 4th Wiltshire, 4th Somerset Light Infantry 9 x3
and 5th Wiltshire, advanced along the old roman way called Chemin Haussé, supported by tanks of 7th RTR and
"flame-towers tanks of the 79th Armored Division. In front of them, SS grenadiers of the 10.SS Panzer Division
"Frundsberg", entrenched on the hill, fought fiercely and were reinforced by Tiger tanks of the 102.SS s Panzer 10 x1
Abteilung which made a carnage among Allied tanks. Finally, British infantrymen were stopped on the slope and
entrenched near the road Evrecy-Eterville. Hill 112 stayed in German hands until the first week of August 1944.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
11 x1
Briefing
Axis player [Germany] : 5 command cards.
Allied player [United Kingdom] : 6 command cards, you
move first.

Conditions of Victory
6 medals.
The 5 hexes of Hill 112 form a Temporary Majority Medal
Objective worth 1 Medal for whoever controls them.

Special Rules
- Use "BCF Command" rules (Nations 5).
- Use "Tiger" rules (Troops 16) to all Axis armored
units.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF37
SCENARIO #13564
La Marvindière
- Guards Armored Division in the bocage.
Setup order

1 x1

2 x9

Le Halley
3 x6

4 x13

5 x1
La Marvindière
6 x1

Historical Background
On the 4th of August 1944, during Operation Bluecoat, the Guards Armored Division was fighting in the Normand bocage south of
Montchamp. A battle group, formed with tanks of 2nd Irish Guards and infantrymen of 5th Coldstream Guards, was surrounded in the
hamlet of la Marvindière. A first-aid post was installed in a farm of this hamlet. During three days, the Guards were fighting fiercely
against SS grenadiers of the 9. SS Panzer Division "Hohenstaufen". Then, on the 07th of August, German soldiers stopped their attacks
and began their withdrawal to Falaise.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player [Germany] : 6 command cards, you move first.
Allied player [United Kingdom] : 6 command cards.

Conditions of Victory
6 medals.
The hospital is a temporary medal objective for the Axis
player.

Special Rules
- Use "BCF Command" rules (Nations 5).
- Use "Elite Armor" rules (Troops 2) to all Axis armor units.
Badges are not required.
- Use "Hospital Recovery" rules (Actions 18) to the Allied
player only.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF38
SCENARIO #10912
Battle of Mount Gargan
- Defensive victory of the French Resistance
Setup order

1 x1
Surdoux

2 x25

3 x9

4 x2

5 x2
Mont Gargan
6 x1

St-Gilles-les-Forêts 7 x1

Historical Background
On the 14th of July 1944, 36 B-17 Flying Fortress dropped a large number of weapons intended for the French Resistance near the village
of Sussac. Germans reacted quickly by sending troops to prevent the Resistance to get back and to distribute the weapons. Georges
Guinguoin, famous leader of the French Resistance in the area and called "1st French Maquis", deployed his troops around of Mount
Gargan to block the German advance. The battle lasted from 17th to 24th of July. German troops, composed by elements of the Jesser
Brigade, French Milice and some garrison units, attacked Mount Gargan on the 18th of July from the village of Surdoux. The French
Resistance faced to forces superior in numbers and equipped with heavy weapons so they yielded ground to the enemy gradually and
abandonned the chapel of Mount Gargan which was destroyed. But the German troops suffered losses three times more important than
the French Resistance.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Mortar Late War).


Briefing
"Air Power" and "Barrage" cards are not used in this scenario.
Axis Player [Germany] Remove these two cards from the deck before the game.
Take 5 Command cards.
You move first.
Allied Player [French Resistance]
Take 5 Command cards.

Conditions of Victory
6 medals.
The chapel of Mount Gargan is a Temporary medal objective for
the Axis player.

Special Rules
Use "French Resistance" rules (Nations 1 - French Resistance)
to all Allied units. Badges are not required.
Use "Heroic Leader" rules (Actions 8 - Heroic Leader) to the
Allied unit marked with a Battlestar.
Special Weapon Asset rules (SWAs 4 - Special Weapon Assets)
are in effect for the units equipped with mortars (SWAs 6 -

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF39
SCENARIO #9
Operation Goodwood
Setup order

1 x7
Frenouville Soliers BourguebusRidge

2 x14

3 x7
Emieville Grentheville

4 x4

Cagny

Historical Background
Around 8 AM on July 18th, after an aerial bombardment of more than two hours' duration, Operation 'Goodwood" started. Caen was being
cleared successfully by the Canadian Corps, while the 11th Armored Division moved forward followed by the Guards Armored and the 7th
Armored, on a very constricted front. The forward German zone was penetrated successfully, but Allied intelligence had underestimated
the strength of the German defensive around Cagny. In fact, the area was held by the powerful Battle Group Luck, comprising of the
125th Panzer Grenadiers, part of the 22nd Panzer Regiment, the Tigers of 503rd Heavy Tank Battalion and the formidable guns of the
200th Assault Gun Battalion.
The British armored brigade roared toward its main objective, Bourguebus Ridge south of Cagny, while the infantry were absorbed in
clearing the villages. The tanks therefore were advancing virtually unsupported against Battle Group Luck, which was a tank killing force
par excellence.
Montgomery was announcing a complete success, when the armored drive was stopped in a mass of burning tanks. On the following day,
both sides contested the villages and on July 20th the same torrential rain that had delayed Operation 'Cobra' brought the offensive to a
halt.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 5 Command cards
Allied Player: Take 5 Command cards.
You move first.

Conditions of Victory
6 Medals

Special Rules
The Axis Special Forces tank units have 4 figures. Place an Axis
special force token in the same hex with these units to
distinguish them from the other units.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF40
SCENARIO #26
Operation Spring
Setup order

1 x8
Rocquancourt

Orne River 2 x3

Tilly-la-Campagne Verrieres May-sur-Orne


3 x10

4 x7
St. St. Andre
Martin-de-Fontenay

Bourguebus 5 x7
Hubert-Folie
6 x3

Historical Background
Operation Spring called for the 2nd and 3rd Canadian Divisions supported by the 7th Guards Armored Division to make a deliberate attack in the
direction of Falaise. The first phase of the plan was the capture of May-sur-Orne, Verrieres Ridge and Tally-la-Campagne. The ground from St.
Andre-sur-Orne to Hubert-Folie was to be the start line, but on the night of the planned attack, July 24-25, it still remained partially uncleared.
The German force in the area consisted of the 272nd Infantry Division, elements of 2nd, 9th and 10th Panzer Division and the 1st SS Panzer Division.
The 3rd Division attacked Tilly-la-Campagne; although it achieved a foothold in a wood and put pressure on the village, it could not clear the place.
More infantry and armor were brought forward and suffered heavy losses without improving the situation. German tanks and infantry counter-attacked
and the push on this flank was called off in the afternoon.
In the center, the forward companies of the 2nd Division started up Verrieres Ridge. But, even with armor support , they could not take the ridge or the
town of Rocquancourt.
On the left, the towns of St. Andre and St. Martin were never completely cleared, causing trouble from the start. As the 2nd Division Canadian forces
pushed forward around these towns toward May-sur-Orne, they came under heavy fire from the ridge, enemy positions beyond the Orne and the town
of May-sur-Orne. Some units did make it up the ridge, but ran into dug-in tanks. Further advance being out of the question, the force was ordered to
retreat back to the start line.
The bold, yet bloody operation, by the Canadian Divisions was not in vain however, for it distracted the German command from 'Operation Cobra', the
main Allied effort on this same day.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

special force token in the same hex with these units to distinguish
Briefing them from the other units.
Axis Player: Take 6 command cards.
Allied Player: Take 5 command cards.
You move first.

Conditions of Victory
6 Medals.
An Allied unit that captures any of the following towns,
May-sur-Orne, Rocquancort or Tilly-la-Campagne counts as a Victory
Medal. Place an Objective Medal in these towns. As long as the Allied
unit remains on the town hex, it continues to count toward the Allied
victory. If the unit moves off or is eliminated, it no longer counts.

Special Rules
The Axis Special Forces tank units have 4 figures. Place an Axis
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF41
SCENARIO #4625
Coldstream Hill
Setup order

1 x11
St-Martindes
Besaces

2 x21
La Ferrièreau Hill 309
Doyen

St-Pierredu Fresne
3 x9
Hill 226

4 x6
Canteloup Les Loges La Morichesse

5 x8

Cahagnes Sept-Vents
6 x2

7 x9

Briquessart Caumontl'éventé

Historical Background
Taking advantage of the departure of two Panzer Divisions hastily sent west to counter the 1st US Army's Operation Cobra, Montgomery
sends the 2nd British Army to the assault of the Virois bocage in Operation Bluecoat. Their first objectives are two heights to the east of
Saint-Martin-des-Besaces: Hill 226 and Hill 309. On July 30, the German front lines, held by the 276 and 326 Infantry Divisions who
were entrenched behind minefields, are bombarded and then eviscerated by the assault of the 15th "Scottish Division" and 43rd
"Wessex Division" along with support from the "Crocodile" flame thrower tanks of the 141st RAC.
Following the breach made by the British infantry, the tanks of the Guard Armoured Brigade rumble forward toward their objectives. But
a surprise setback soon comes with the appearance on the battlefield of the "Jagdpanthers" of the 654.sPzjg Abt, soon followed by the
"Tiger II" tanks of the 503.sPz Abt and a Kampfgruppe of the 21.Panzer Division. During the day of July 31, the "Guards" lose many
Churchill tanks from the repeated blows of the German heavy armor, but manage to hold their ground on the positions conquered earlier.
Operation Bluecoat is now ready to move to its second phase - the capture of Mont-Pinçon.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Place a badge on Allied engineer units (Troops 4 - Combat


Briefing Engineers) and on Allied "Crocodile" Flame Thrower Tanks
Axis Player [Germany] (Troops 13 - Flame Thrower Tanks).
Take 5 Command cards. Place a badge on the Allied "Sexton" and German "Wespe"
Allied Player [Great Britain] Mobile artillery units (Troops 14 - Mobile Artillery).
Take 6 Command cards. Place a badge on the German "Jagdpanther" and "Tiger II"
You move first. elite tank units and another on the German Grenadier infantry
units (Troops 2 - Specialized Units).
Conditions of Victory The German player lays out the Minefields (Terrain 29 -
12 Medals. Minefields).
Hill 226 and Hill 309 are Temporary Medal Objectives for the Air Rules are optional: If used, shuffle both Air Sortie cards
Allied forces. into the deck before game start.
Special Rules
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF42
SCENARIO #4588
Saint-Aignan de Cramesnil
Setup order

1 x1
Wittmann

Cintheaux 2 x1

3 x4

4 x15

5 x5

6 x2

7 x7

8 x5
Historical Background
On the morning of August 8, 1944, German Tank ace Michael Wittmann found himself leading a handful of Tiger tanks,
supported by a few Panzer IV and Stug IV, into a counter-attack near the town of St. Aignan-de-Cramesnil. With nearby 9 x3
Cintheaux already under heavy artillery fire from the Anglo-Canadian forces of Operation Totalize, Wittmann did not
want to wait for the mass of enemy tanks to regroup. Much to the Allies' surprise his Tigers sprung forward in the open
along Route Nationale 158. 10 x1
But lying in ambush to the south, under cover of the woods, were the tanks of A Squadron, 1st Northamptonshire
Yeomanry. With the Tigers now clearly in sight, the Sherman Fireflies of Commander Gordon and Gunner Joe Ekins went
to work. Within 12 minutes, all 3 Tigers within range were destroyed - including Tiger 007, its turret and hapless hero
blown-off. 11 x1
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Tiger tank marked with a Battle Star is Michael


Briefing Wittmann's: It may ignore 1 flag; battle at +1d when not
Axis Player moving; and its Battle Star does not count as an
[Germany] additional Victory medal for the enemy.
Take 5 Command cards. The three hexes of dense vegetation next to the village
You move first. by the crossroad are Orchards. Play them like Jungle
Allied Player hexes (Terrain 57 - Jungles).
[Canada] Air Rules are not in effect. The Air Sortie cards are set
Take 4 Command cards. aside and are not used in this mission.
Allies were surprised: Draw - and keep - two cards after
turns 1 and 2. You will then have a hand of 6 Command
cards for the rest of the battle.

Conditions of Victory
5 Medals.

Special Rules
The Allied Battery is a Big Gun battery (Troops 3 - Big
Guns).
Tiger tank rules are in effect (Troops 16 - Tigers). The
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF43
SCENARIO #1225
Carentan Causeway
Setup order

1 x13

2 x1

Fortin Farm Old Canal


3 x3
Cabbage Patch

4 x1

5 x6

6 x3
Madeleine River Bridge # 4 Flooded

7 x2

8 x3
Historical Background
Rommel realized the danger to the Axis defenses should Carentan fall, for it was the link between the two US beaches and also the
key to an American drive west to cut the base of the Cotentin Peninsula. The defense of the city was in the hands of Freiherr von der
Heydte and the Fallschirmjager-Regiment 6.
Allied High Command's decision to send the paratroopers in on their own with little armor or air support, was based on poor
reconnaissance, which only found scattered resistance along the causeway to Carentan. Also most of the armor and infantry that
landed at Utah were being diverted northwest to capture the port city of Cherbourg.
On the morning of June 11th all attempts to drive the Germans back with artillery had failed. Colonel Cole had overcome the obstacle
blocking bridge number 4 and ordered his men to fix bayonets and advance across the open fields to seize the hub of German
resistance, the Fortin Farm. The whistle sounded and the charge gathered momentum as more men joined the attack. The farm was
not occupied but the Germans had dug in around the buildings. These positions were overrun, but heavy allied casualties and
disorder prevented Cole from following up his advantage.
In the cabbage patch fields just beyond the bridge, Germans of the 6th Parachute Regiment defended the area and the opposing
sides fought to a standstill.
Running desperately short of ammunition, Heydte decided to pull the German forces out of Carentan and set up a new line of
defense to the southwest of the city (see Carentan June 13th).
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing Special Rules


Axis Player: Take 4 Command cards. All Allied and Axis infantry units are Special Forces Elite Units.
They may move 1 or 2 hexes and still battle.
Allied Player: Take 6 Command cards.
You move first.

Conditions of Victory
4 Medals
An Allied unit that captures the Fortin Farm or a town hex
counts as one Victory Medal. Place an Objective Medal on the
farm and each town hex. As long as the Allied unit remains on
the hex, it continues to count toward the Allied victory. If the
unit moves off or is eliminated, it no longer counts.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF44
SCENARIO #1222
Carentan
Setup order

1 x9

2 x8

3 x3
Hill 30 501 Paras

4 x3
506 Paras

5 x4

502 Paras

Historical Background
The town of Carentan was the key to the American drive west to cut off the base of the Cotentin Peninsula. After two days of fighting and
desperately short of ammunition, the Germans pulled their forces out of Carentan and set up a new line of defense to the southwest of
the city. A counter attack by the 17th SS Panzer Grenadier Division was delayed on June 12th because its support battalion of assault guns
was held up by Allied air attacks. On the morning of the 13th the Germans attacked the forward positions of both parachute units and
almost drove them back into Carentan.
Allied Intelligence had cracked the German code and learned of this planned counter attack, but because they did not want to risk
revealing their intelligence breakthrough, the paratroopers were not warned of the forthcoming attack. Despite the surprise, the 2nd
Armored battle group, nicknamed "Hell on Wheels", was able to move into position to counter the German strike. The armored task force
tore into the German positions and quickly turned the tide of battle in favor of the Allied forces.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 Command cards.
Allied Player: Take 5 Command cards.
You move first.

Conditions of Victory
5 Medals

Special Rules
All Allied and Axis infantry units are Special Forces Elite units.
They may move 1 or 2 hexes and still battle.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF45
SCENARIO #6831
[Normandy] Crossing of Elle river
- Hardening defense.
Setup order

1 x11
Le Mesnil

St-Jean-de-Savigny St-Clair-sur-Elle 2 x3

3 x2

4 x11
l'Elle

5 x15

6 x5

7 x3

8 x3
Historical Background
After the crossing of the swampy area of Aure river, the soldiers of 29th US Infantry Division who advanced towards
Saint-Lô, entered in the normand bocage (hedgerow). On the Elle river, the German defense was stronger. Units of the 9 x3
German 352.Infanterie Division, exhausted by 6 continuous days of battle were reinforced by a regiment of the
353.Infanterie Division, just arrived on the front. The first US attempt to cross the Elle river was repelled with heavy
losses by an enemy counter-attack, but with the support of tanks and artillery, the US infantry achieved to capture
Saint-Clair-sur-Elle. The advance towards Saint-Lô looked more difficult than expected.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Allied player [United-States]
6 command cards, you move first.
Axis player [Germany]
5 command cards.

Conditions of Victory
6 medals.
St Jean de Savigny, Le Mesnil and St Clair/Elle are each
a temporary medal objective for the Allied player.

Special Rules
The Elle river is fordable (Terrains 41 - Fords and
fordable rivers).
Special Weapon Asset rules (SWAs 4 - Special Weapon
Assets) are in effect for the unit equipped with Mortar
(SWAs 6 - Mortar Late War).
The Allies may place a Smoke Screen (Actions 21 -
Smoke Screen) at the beginning of each turn.
The Axis player lays out the minefields (Terrains 29).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF46
SCENARIO #5521
Battle for Hill 178
Setup order

1 x9
Tonneville Nouainville

Ferme de l'Épiney 2 x15

Cote 178 Flottemanville Bois du Mont du Roc


Hague 3 x13

4 x3

Le Caudet 5 x6
Beaudienville
6 x2

7 x5

8 x7
Historical Background
After weeks of tough battles, Major General J. Lawton Collins, commander of VII Corps, is eager to put an end to the
battle for Cherbourg and orders three Infantry Divisions to attack the "Festung" (fortress). 9th US Infantry Division is 9 x4
charged with clearing the western flank, from Bois du Mont du Roc to the Épiney Farm.
The region is defended by Kampfgruppe Keil, a hodgepodge of the 919th German Infantry Regiment and other
disparate units. On June 23, supported by artillery fire and platoons of tank destroyers, the 39th, 47th and 60th US
Infantry Regiments attack the German positions. After a day-long struggle, they manage to break through in the
evening. On June 24, Kampfgruppe Keil is forced to withdraw to take refuge into the "Westeck" (West corner), a
fortified position to the North.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player [Germany]:
Take 5 Command cards.
Allied Player [United States]:
Take 6 Command cards.
You move first.

Conditions of Victory
7 Medals.

Special Rules
The Allied player can conduct Air Strikes (Actions 3 - Air
Strikes & Blitz).
The Caudet is a fordable stream (Terrain 61 - Fordable
Streams).
The Axis player lays out the minefields (Terrain 29 -
Minefields).

(Open de France Memoir 44 - 2009) (Final)

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF47
SCENARIO #6923
[Normandy] Bretel wood
- Counter-attack in the darkness.
Setup order

1 x12
Bellefontaine Les Forges

2 x6

3 x13
La Fossardière

4 x9

Les Hauts Vents 5 x6


Bretel

Historical Background
After a long static period in the bocage, the 29th US Infantry Division was ready to advance toward Saint-Lô. But, in the night 10th to 11th
of July, a strengthened company of German paratroopers of the 3.Fallschirmjäger Division attacked the positions of 1/115th Infantry
regiment, using flame-throwers. "A" Company was destroyed but 1/115th, split into small battle groups, resisted by fighting in close
combat and the German assault was contained. In the morning, the battle was over, but the losses were heavy for the two belligerents.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Allied player [United-States]
5 command cards.
Axis player [Germany]
5 command cards, you move first.

Conditions of Victory
6 medals.

Special Rules
All Axis infantry units are elite (Troops 2 - Specialized Units).
The two Axis units with a badge are Combat Engineers (Troops
4 - Combat Engineers)
Night Attack rules are in effect (Actions 19 - Night Attack).
The Allied player lays out the minefields (Terrains 29 -
Minefields).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF48
SCENARIO #27
Attack on Hill 192
- St-Lo
Setup order

1 x12
la Croix-Rouge Hill 192 la Soulair

2 x6

Calvaire
3 x1

4 x1
Purple Heart Draw Kraut Corner

5 x6
St-George-d\\\'Elle
6 x12

7 x5

8 x2
Historical Background
The attack on Hill 192 was only one part of a larger operation east of the Vire directed at St-Lo. This dominating height had been a
thorn in the flank of the 1st army for some time. The enemy forces occupying the hill allowed observation over the entire 9 x3
countryside.
The German 9th and 5th Parachute Regiments manned the defenses around Hill 192. No attempt was made to maintain a continuous
defensive line. Relying on a number of strong points that supported each other, the German plan called for an elastic defense of the
area.
The attack of the 2nd US Division ordered the 38th Infantry supported by 741st Tank Battalion and 2nd Engineer Combat Battalion to
clear 'Kraut Corner' and take Hill 192 proper. The 23rd infantry was ordered to secure St-Georges-d'Elle-la, and move south and take
the la Croix-Rouge.
The terrain difficulties in the battle on July 11th were essentially those normal to hedgerow fighting. After a hard fight, Kraut Corner
was taken. Lighter opposition on Hill 192 allowed the 1st battalion of the 38th Infantry to move forward to the crest of the hill. On the
left wing, the 23rd Infantry faced terrain which contained a draw that was almost impassable. "Purple Heart Draw" was well covered
by enemy fire and the lack of tank support prevented the 23rd from gaining ground much beyond this point.
The overall drive of the 2nd Division, although slowed by stubborn resistance, could not be stopped and the battle for Hill 192 had
been won.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

The Allied Special Force is an Engineer unit. Place an Allied


Briefing special force token in the same hex with this unit to distinguish
Axis Player: Take 4 command cards. it from the other units. The unit moves like infantry, but in
battle it ignores terrain battle dice reductions in close assault
Allied Player: Take 6 command cards. combat.
You move first.
The Axis Special Force is an Engineer unit. Place an Axis special
force token in the same hex with this unit to distinguish it from
Conditions of Victory the other units. The unit moves like infantry, but in battle it
6 Medals ignores terrain battle dice reductions in close assault combat.
An Allied unit that captures any of the following towns, la
Croix-Rouge, or la Soulair, or Hill 192, counts as one victory Purple Heart Draw (river hexes) is impassable to tanks. A tank
medal. Place an objective medal in these towns and on the Hill may enter and/or cross the draw on the bridge. A unit, when on
hex on the Axis baseline. As long as the Allied unit remains on the bridge, battles as normal. Infantry units that enter the
the hex, it continues to count toward the Allied victory. If the draw must stop and may move no further on that turn. An
unit moves off or is eliminated, it no longer counts. infantry unit may not battle when on a draw hex.
This scenario is courtesy of Game Trade Magazine:
Special Rules www.gametrademagazine.com

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF49
SCENARIO #6969
[Normandy] Battle on Martinville Ridge
- US advance towards Saint-Lô.
Setup order

1 x12
Cote 101 Martinville

2 x2

La Dollée
3 x5
La Piérie Cote 147

4 x7

5 x12

6 x2

7 x6

8 x1
Historical Background
On the 1th of July 1944, 116th US Infantry Regiment was advancing with difficulty on the Martinville Ridge, repelling
the Germans entrenched in numerous hedgerows. With the support of tanks equipped with "Culin" system, US 9 x5
infantrymen advanced towards Saint-Lô in spite of the strong resistance of German fallschirmjägers. Four days long,
Martinville Ridge was the place of fierce combats and losses were important for the two sides.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

The Axis player lays out the minefields (Terrains 29 -


Briefing Minefields).
Allied player [United States]
6 command cards, you move first.
Axis player [Germany]
5 command cards.

Conditions of Victory
6 medals.
Martinville is a permanent medal objective for the Allied
player.

Special Rules
All Axis infantry are Fallschirmjäger (Troops 2 -
Specialized Units). Badges are not required.
Special Weapon Asset rules (SWAs 4 - Special Weapon
Assets) are in effect for units equipped with Anti-Tank
weapons (SWAs 5 - Anti-Tank Gun Late War) and
Mortars (SWAs 6 - Mortar Late War).
The Allied player alone is able to conduct Air Strikes
(Actions 3 - Air Strikes) when playing Recon 1 cards.
La Dollée and la Piérie are fordable streams (Terrains 61
- Fordable Streams).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF50
SCENARIO #4659
Hedgerow Hell
- East of Saint-Lô

Martinville

la Boulaye

Martinville Ridge Bourg-d\\\'Enfer

Hill 101 BayeuxHighway la Luzerne

Hill 147

Villiers-Fossard

Belle-Fontaine

Historical Background Setup order


After a month of heavy fighting, the Germans finally lost Hill 192 the previous night (See "Attack on Hill 192", scenario
WF14 on p. 30 of the Memoir '44 Air Pack). For the first time since June they no longer dominate the road to Saint-Lô. 1 x37
Should US High Command be able to deploy the 5th Corps into a large-scale armored offensive, the city will finally be
within reach. 2 x15
But the German elite Parachute units have taken advantage of darkness to pull back onto Hill 101 in the vicinity of the
Bayeux Highway near la Boulaye, as well as onto Hill 147 on Martinville's Ridge northeast of Saint-Lô. Reinforced by 3 x18
elements of the Panzer Lehr, they have set up a line of defense in the endless cover of fields, woods and streams.
Their airpower grounded by poor weather and their tanks mired in unforgiving "bocage" country, the Allies must place 4 x12
the burden of the attack on the shoulders of their infantry yet again. What awaits the weary US troops will forever be
known as "Hedgerow Hell"... 5 x6
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
6 x4
Air Rules are not in effect. The Air Sortie cards are set 7
Briefing aside and not used in this mission.
x23
Axis Player
[Germany] 8 x2
Take 10 Command cards.
Allied Player 9 x1
[United States]
Take 8 Command cards. 10 x15
You move first.
11 x13
Conditions of Victory
13 Medals. 12 x6
The five road hexes with an Exit marker on the Axis 13 x1
player's baseline are Exit hexes for the Allied forces.
The towns of la Boulaye, Martinville and Bourg-d'Enfer 14 x1
are Temporary Medal Objectives for either camp. When
unoccupied, each town's medal goes to the Axis player. 15 x2
Special Rules 16 x8
Place a badge on German elite Parachute Regiments
infantry units (Troops 2 - Specialized Units). 17 x5
Re-supply rules (Actions 24 - Re-supply) are in effect
for all Allied Supply Trucks (Troops 17 - Supply Trucks). 18 x3
All streams are fordable (Terrain 41 - Fords & Fordable
Rivers). 19 x3

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF51
SCENARIO #15
Operation Cobra
Setup order

1 x12
St Gilles Marigny

2 x1

Monreulsur-Lozon
3 x5
Hebecrevon

4 x1
LozonRiver

5 x5
VireRiver
6 x9

Le GrandHamel 7 x2

Historical Background
Operation "Cobra" was predicated on the saturation bombing of German lines over a narrow front. After the bombing, an attack would be
made by three infantry divisions, with two armored and one infantry divisions held in reserve of this breakout force. General Bradley's
intention in Cobra was to get the US forces out of "hedgerow hell" and into the uplands further south where they would be able to
maneuver.
The ground attack began at 11.00 with the simple objective of seizing Marigny and St. Gilles. In the center, the bombing quickly put the
old 'Panzer Lehr' division out of action. But the western portion of the attack bogged down quickly against German defensive positions
of the 13th Parachute Regiment, who had escaped most of the bombing. Around the town of Hebecrevon, Panther tanks and German
infantry were also putting up a strong fight. As a result, first day gains were disappointing.
The options of "Lightning Joe" Collins, commander of the US forces, were to continue the infantry attacks in hopes of securing a clean
breakthrough; or act more boldly and commit the mechanized forces held in reserves the next day. Never a timid man, he opted for the
latter. By late afternoon, the 3rd Armored Division was on the outskirts of Marigny and the 2nd Armored Division moving rapidly toward
St. Gilles. An attempted counter attack by Kampfgruppe Heinz and remnants of Panzer Lehr could not stop the armored advance. The US
forces had achieved their breakout.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Place an Axis badge in the same hex as this unit to distinguish


Briefing it from the other units.
Axis Player: Take 4 command cards
Allied Player: Take 5 command cards.
You move first.

Conditions of Victory
5 Medals
An Allied unit that captures the town of St. Gilles or Marigny
counts as one Victory Medal. Place an Objective Medal in these
two towns. As long as the Allied unit remains on the Town hex,
it continues to count toward the Allied victory. If the unit
moves off or is eliminated, it no longer counts.

Special Rules
The Axis Special Force tank unit has 4 figures.
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF52
SCENARIO #6973
[Normandy] Capture of Vire
- 29th Let's Go !
Setup order

1 x1
Église Notre-Dame

2 x1

Vire La Vire
3 x6
La Vire

4 x10

Bois deSaint-Martin La Virène 5 x2

6 x10

Cote 219 7 x13

8 x1
Historical Background
After the success of Operation Cobra and the breakthrough at Avranches, the 3rd US Army advanced out of Normandy.
Meanwhile the 1st US Army continued to fight against German 7.Armee. The CCA of 2nd US Armoured Division failed to 9 x8
take Vire because of a set back on the bridge of Martilly where 14 of 19 Sherman tanks were destroyed by German
artillery fire. So, the 29th US Infantry Division was ordered to take the town. On the 05th of August, GI's of the 116th Inf
Rgt attacked from hill 219 west of Vire river, crossed the Virène stream and entered in the town by the South. On the 10 x1
08th of August, after some street fighting, Vire was liberated.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

the Allied player one Air Sortie card and shuffle the
Briefing other one in the deck. The Axis player doesn't have
Allied player [United States] plane, if he draws the Air Sortie card (or the Air Power
6 command cards, you move first. card), he must discard it and draw another card instead.
Axis player [Germany]
5 command cards.

Conditions of Victory
6 medals.
The church is a temporary medal objective for the Allied
player.

Special Rules
Place badges on the 2 German elite infantry units
(Troops 2 - Specialized Units) and a badge on the
German artillery unit on the left section (Troops 23 -
Heavy Anti-Tanks Guns).
The Vire river is impassable (Terrains 8 - River and
Waterways) but the Virène river is a fordable stream
(Terrains 61 - Fordable Streams).
Air rules are in effect: the Allied plane is a P-38
lightning (Strafing & Air Support). At game start, give

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Produced with permission, for non-commercial use only.
WF53
SCENARIO #16
Counter-attack on Mortain
- Unternehmen Lüttich
Setup order

1 x2
Sourdeval

2 x6

Cherence
3 x2
St. Barthelemy Hill 317

4 x8
River See Montain

5 x8
Le Mesnil-Adelee
6 x5

St.Hilaire 7 x7

8 x4
Historical Background
"We must strike like lightning!" - Adolf Hitler to Field Marshall Von Kluge
9 x1
'Operation Lüttich' began shortly before midnight on the evening of August 3rd. Under direct orders from Hitler, four
armored divisions launched a counterattack westward across the Cotentin Peninsula toward Avranches. Their objective:
to cut Patton's forces in half, thereby bottling up the Allied breakout.
The 2nd SS Panzer Division pushed into Mortain before dawn and sent a column toward St. Hilaire. But the value of
holding Mortain was severely undermined by the 120th Infantry entrenched on hill 317. The 2nd Panzer Division drove
west along the River See until it was halted near Le Mesnil-Adelee. In the center, 1st SS Panzer and Panzer Lehr Division
were stopped after taking St. Barthelemy. The northernmost element of the push, the 116th Panzer Division failed to
launch its attack.
The US commander, "Lightning Joe" Collins, countered and ordered armored and additional infantry forward from the
reserve. By late morning, Allied aircraft swarmed the area; with a clear view of the German advance from Hill 317, the
120th was able to call in accurate air and artillery fire all day.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

down off a hill or moving from a hill to an adjacent hill


Briefing hex is a 1 hex move.
Axis Player: Take 5 command cards The Axis Special Force infantry is an elite Panzer
You move first. Grenadier unit, and the Special Forces tank units have 4
Allied Player: Take 6 command cards. figures. Place an Axis badge in the same hex as these
units to distinguish them from the other units. The
Conditions of Victory Panzer Grenadier unit may move 1 or 2 hexes and still
battle
4 Medals
An Axis unit that captures St. Hilaire counts as one As long as either hex of Hill 317 has an allied unit on it,
victory medal. Place an objective medal in this town. As the Allied player may play his 'Recon' cards as an Air
long as the Axis unit remains on the town hex, it Power strike for that section. Target a group of 4 or
continues to count toward the Axis victory. If the unit fewer adjacent hexes with enemy units on them. Air
moves off or is eliminated, it no longer counts. attack with 2 battle dice per hex (see 'Air Power' card for
more details).
Special Rules
Movement up onto a hill hex is a 2 hex move. Moving

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF54
SCENARIO #5876
Le-Mesnil-Adelée
- Unternehmen Lüttich
Setup order

1 x1

2 x2

3 x19

4 x1

5 x2

6 x2

7 x2

8 x5
Historical Background
On August 6th, Bradley and Hodges received a report from Allied aircraft indicating a build-up of German forces in the
Mortain area. The US 30th Division therefore only had a day's warning to assume a defensive posture. In the other 9 x5
camp, Hausser, knowing Hitler?s expectations, dared not postpone the attack. Thus Operation Lüttich began, shortly
after midnight, with no preliminary artillery bombardment and many Panzer units still out of position.
In the South, the 2nd SS Panzer Division pushed toward Mortain. In the North, Schwerin withheld his orders and the 10 x5
116th Panzer Division failed to launch its attack. The 2nd Panzer Division achieved the most success in the center.
Under cover of fog and darkness, it drove forward almost six miles and at sunrise was just outside of the town of
Le-Mesnil-Adelée. When the ground fog began to dissipate, it revealed the 119th US Infantry deployed in town and on
the nearby hills. Still strung-out from their night march, the Germans halted to redeploy prior to their assault... 11 x3
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
12 x2
Briefing Special Rules
Axis Player Re-supply rules (Actions 24 - Re-supply) are in effect
[Germany] for all Axis Half-tracks (Troops 19 - Half-Tracks). 13 x3
Take 5 Command cards. The River is only passable at the two fords and the
You move first. bridge. In addition the shallow fords do not stop
Allied Player movement.
[United States] 14 x2
Air Rules are not in effect. The Air Sortie cards are set
Take 5 Command cards aside and are not used in this mission.
Conditions of Victory
6 Medals.
Exit markers are in effect. The two road hexes with an
Exit marker are Exit hexes for the Axis forces.
The bridge and two town hexes are Temporary Medal
Objectives for the Axis forces.
The two road hexes on the Axis player's baseline are
Temporary Medal Objectives for the Allied forces.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF55
SCENARIO #6433
Breakthrough at Mortain
Setup order
Barenton
1 x1

2
Sourdeval
x12
Hill 317

Mortain
3 x6
Le Sée Saint Barthélémy Station

Hill 238
4 x1
Juvigny Milly La Sélune

Hill 190

5 x8

Hill 211 Le Mesnil Adelée Saint Hilaire


6 x2
Martigny

Hill 136
7 x15
Hill 242

8 x6

9 x6
Historical Background
While Patton's tanks roll through Brittany, threatening France's center, Hitler orders Field Marshal Von Kluge to launch 10 x6
an armored counter-attack to cut the Avranches corridor. The Germans struggle to regroup 150 tanks from the remnants
of four armored divisions before venturing into hedgerow country on the night of August 6-7. Initially they make good
progress, except around Saint Barthélémy and Hill 317 near Mortain. But soon the fog lifts, unveiling a sky full of
rocket-equipped Typhoons from the 2nd Tactical Air Force. The Panzer assault is stopped dead in its tracks. For the next 11 x7
4 days, it's a duel to the last between the US infantry and the German Panzers. Finally on August 12, Von Kluge is forced
to call the retreat. The ultimate attempt to save Normandy has failed.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

elite Allied infantry.


Briefing
Place a badge on the two mobile German artillery units
Axis player [Germany]: Take 5 Command cards. You (Troops 14 - Mobile Artillery).
move first.
Re-supply rules (Actions 24 - Re-Supply) are in effect
Allied player [United States]: Take 5 Command cards. for the Supply Trucks (Troops 17 - Supply Trucks).
Conditions of Victory Air rules are in effect. Give both Air Sortie cards to the
Allied player before game start. Use the Spitfire
Axis player: Allied units killed give the Axis player no (Airplanes 4 - Supermarine Spitfire) with their Ground
medals in this scenario. Instead, the Axis player must Interdiction (Air Rules 5 - Ground Interdiction) and
seize 5 out of the 7 Permanent Medal Objectives that are Strafing (Air Rules 10 - Strafing) to simulate the
Mortain?s Train Station and the villages of Juvigny, Typhoons? devastating effect.
Milly, Saint Pois, le Mesnil-Adelée, Montigny and Saint
Hilaire. The Allied player alone is also able to conduct Air Strikes
(Actions 3 - Air Strikes) when playing Recon 1 cards.
Allied player: 12 Medals.
If the Axis player draws an Air Power during the game,
Special Rules he must play it as an Artillery Bombard instead.
All Axis infantry and 3 of the Allied infantry are elite
units (Troops 2 - Specialized Units). Use badges for the
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF56
SCENARIO #5683
Maquis of Malleval
- Vercors
Setup order

1 x1
Gorges du Nan

2 x14

Le Moulin
3 x5

4 x15
Malleval

5 x19
Railletière La Servagere

Historical Background
The maquis of Malleval, a rural guerrilla band of the French Resistance, was composed of 50 men under the command of Lieutenant
Eysseric (code name "Durand"). The group's base of operations was the isolated village of Malleval-en-Vercors, on the western buttress
of the Vercors plateau. On January 29, 1944, a German battalion dispatched from Grenoble, crossed the gorges of the Nan river to
encircle the village. Alerted too late, the maquisards were surrounded; 22 were killed in combat and another 7 inhabitants thrown to the
fire in a barn while the village burned to the ground. This tragic episode was an ominous prelude to the battle of Vercors that would soon
engulf the region in flames.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player [Germany]: Take 5 command cards.
You move first.
Allied Player [French Resistance]: Take 5 command cards.

Conditions of Victory
5 Medals

Special Rules
All Allied units are French Resistance (Nations 1 - French
Resistance). Badges are not required.
Special Weapon Asset Rules (SWAs 1 - Special Weapon Assets)
are in effect for the unit equipped with a mortar (SWAs 3 -
Mortar).
Air rules are not in effect. Remove all Air Sortie, Air Power and
Barrage cards from the Command deck before the start of the
game.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF57
SCENARIO #5
Mont Mouchet
Setup order

1 x5

MontMouchet 2 x20

3 x4

Historical Background
On June 10th, three tactical groups from the Wermacht, about 2,000 men with armored support, converged on Mont Mouchet.
Simultaneously moving in from the west (Saint Flour), north (Langeac and Pinols) and east (Le Puy-en-Velay et Saugues) they were
determined to trap all French Resistance troops in the area. Violent fighting occurred during the entire day. The French companies made
use of their knowledge of the wooded and hilly terrain to hold off the advances and finally forced the enemy to temporarily fall back to
their starting positions.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 command cards
Allied Player: Take 5 command cards.
You move first.

Conditions of Victory
4 Medals
Eliminating an Axis tank unit counts as two victory medals for
the Allied player.

Special Rules
The Axis Special Forces tank units have 4 figures.
All the Allied units are French Resistance infantry. Therefore,
there is no need to place Resistance badges with the units.
These units only have 3 figures. A Resistance unit may move
onto terrain and still battle. When retreating, the unit may
move back 1, 2 or 3 hexes before it regroups.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF58
SCENARIO #5754
Battle of Saint-Nizier
- Vercors
Setup order

1 x1

2 x6

3 x15

4 x9

Les Charvets Les Guillets 5 x3


Moucherotte
6 x4

Saint-Nizier 7 x5

8 x5
Historical Background
With its cliffs, steep slopes and limited access points, the Vercors plateau is a natural and easily defended fortress.
Familiar with the terrain, the heads of the French Resistance immediately saw its value as a defensive bastion deep
within occupied France. Soon enough, word spread and a few thousand young French men and women began to arrive -
all eager to take arms against the occupier. Unfortunately, the Germans had also gotten wind of the growing resistance
there. On June 13, 1944, a German battalion moved into the gap near Saint-Nizier, before running into stiff resistance
from the maquis outposts and withdrawing with heavy losses. Determined to flush the place out, the Germans were
back in force two days later however. This time, they broke through, forcing the maquisards to withdraw. The road to
Saint-Nizier was not open; soon the Germans seized it, burning the village to the ground in retaliation for their losses.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing The Massif de Moucherotte is impassable to all units.


Axis Player [Germany]: Take 6 command cards. Air rules are not in effect. Remove all Air Sortie, Air
You move first. Power and Barrage cards from the Command deck before
Allied Player [French Resistance]: Take 5 command the start of the game.
cards.

Conditions of Victory
6 Medals.

Special Rules
All Allied units are French Resistance (Nations 1 - French
Resistance). Badges are not required.
Special Weapon Asset Rules (SWAs 1 - Special Weapon
Assets) are in effect for the unit equipped with a mortar
(SWAs 3 - Mortar).
The slopes of all Hill hexes facing the outside of the
Vercors Plateau are Steep Hills (Terrain 13 - Steep Hills).
All Countryside hexes inside the Vercors Plateau are
considered at the same eight as the Hill hexes bordering
the Plateau.
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF59
SCENARIO #5933
Massacre at Vassieux-en-Vercors
- Vercors
Setup order

1 x2

Vassieux-en-Vercor 2 x5
s

3 x15

4 x10

Le Château

Jossauix

La Mure

Historical Background
On July 20, 1944, following several weeks of troops build-up, the Germans launched their attack on the newly proclaimed "Free Republic
of Vercors". The next morning, the German 157.Reserve-Division, bolstered with Ukrainian troops from Eastern battalions, completely
finished surrounding the Vercors Plateau, trapping the French Resistance in. By early morning, twenty gliders landed in the vicinity of
Vassieux-en-Vercors, on a makeshift landing strip the Resistance was busy finishing. They did not contain the allied reinforcements the
maquisards had hoped for though. Instead, SS troops stormed out of these gliders to seize Vassieux and the neighboring hamlets of La
Mure, Jossauix and Le Château, indiscriminately killing all they met - French Resistance and local inhabitants alike. Late in the day,
French Resistance companies, coming to the rescue from other parts of the Plateau, attempting to encircle the enemy and wipe him out
in a counter-attack, but failed due to a lack of heavy armament against the now well-entrenched SS troops.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

no worry: The Airfield hex has no effect in this scenario


Briefing
Axis Player [Germany]: Take 5 command cards.
You move first.
Allied Player [French Resistance]: Take 5 command cards.

Conditions of Victory
5 Medals.

Special Rules
All Allied units are French Resistance (Nations 1 - French
Resistance). Badges are not required.
The Air Power card cannot be played by the Allied player.
When drawing one, the Allied player. When drawing one, the
Allied player should immediately discard it and draw a new
one instead.
Air rules are not in effect. Remove the Barrage and any Air
Sortie cards from the Command deck before the start of the
game.
If you do not possess the Air Pack or Terrain Pack expansion,

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF60
SCENARIO #19
Vassieux
- Vercors
Setup order

1 x4
Vassieux

2 x14

3 x7
Airfield

Airfield

Historical Background
Hotbed of the French Resistance, the "Maquis"of Vercors became one of the largest of its kind in the early months of 1944, with
countless young French recruits joining up. Resistance camps were established around many villages such as Vassieux, because of its
geographical configuration and strategic importance.
By July 14, 1944, the Resistance had completed the airfield - code-named "Taille-Crayon"(Pencil Sharpener) - and just received a drop
from US flying fortresses when German planes appeared and bombed the village.
On July 21 at 9:00 AM, French Resistance, working to repair the airfield, were taken by surprise when 20 German planes and gliders came
flying out of the morning mist. The gliders landed and German troops poured out, making for the houses in the village. The Resistance
around Vassieux rushed to help their comrades and dislodge the Germans from the buildings, but all attacks through the day failed.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 command cards
You move first.
Allied Player: Take 4 command cards.

Conditions of Victory
4 Medals
When 'Their Finest Hour' command card is played, do not
reshuffle the command deck. Should the command card deck
run out of cards and the Allied player has not won, the battle
ends as an Axis player victory.

Special Rules
All the Allied units are French Resistance infantry. Therefore,
there is no need to place Resistance badges with the units.
These units only have 3 figures. A Resistance unit may move
onto terrain and still battle. When retreating, the unit may
move back 1, 2 or 3 hexes before it regroups.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF61
SCENARIO #5973
Battle of Valchevrière
- Vercors
Setup order

1 x1
Villard-de-Lans Corrençon

2 x3

3 x5
Valchevrère

4 x8

Gorges dela Bourne Belvédère Pas de la Sambue Pas de l'Âne 5 x11

6 x9
Herbouilly

7 x2

8 x4
Historical Background
On July 22, 1944, the Germans launched a new assault on Valchevrière, a village under the protection of Captain
Goderville and his group of French Resistance fighters. The maquisards' mission was to deny the Germans access to the 9 x8
west and south of Correçon-en-Vercors. Well entrenched in the natural strong point of "Le Belvédère", the troops of
Lieutenant Chabal at first successfully repelled their attackers. But the net morning, while their positons were shelled
by a deluge of mrotars, German troops managed to infiltrate the nearby woods despite incoming fire and mines placed 10 x1
by the Resistance. Velchevrière was soon captured and burned to the ground. The Germans then simultaneously
penetrated onto Belvédère and in the Pas de la Sambue. The combat raged all morning, but eventually the Resistance
positions fell, one by one, buried under the numerical superiority of their opponents. Faced with a now totally
desperate situation, Captain Goderville ordered his remaining maquisards to fall back. The mopping up of Resistance
troops out of Vercors had begun.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing Special Weapon Asset Rules (SWAs 1 - Special Weapon


Assets) are in effect for the unit equipped with a mortar
Axis Player [Germany]: Take 5 command cards. (SWAs 3 - Mortar).
You move first.
Valchevrière is on a hill (Terrain 49 - Hills with
Allied Player [French Resistance]: Take 5 command Villages).
cards.
The Allied player lays out the minefields (Terrain 29 -
Conditions of Victory Minefields).
Axis Player: 7 Medals, including the Medal token of Air rules are not in effect. Remove any Air Sortie cards
"Ferme d'Herbouilly" which is a Permanent Medal from the Command deck before the start of the game. In
Objective that the Axis player must capture in order to addition, the Air Power and Barrage cards cannot be
win the game. played by the Allied player. When drawing one, the
Allied player should immediately discard it and draw a
Allied Player: 6 Medals. new one instead.
Special Rules
All Allied units are French Resistance (Nations 1 - French
Resistance). Badges are not required.
The Belvédère hex is a mountain hex (Terrain 30 -
Mountains).
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF62
SCENARIO #6088
Battle for the Passes
- Vercors
Setup order

1 x1

2 x18

3 x17
Pas des Chattons Pad du Fouillet Pas de la Selle Pas de l'Aiguille

4 x11
Le Grand Veymont

5 x2

6 x9

Grande Cabane 7 x4

8 x1
Historical Background
As July 1944 drew to its end, the troops of German 157.Reserve-Division had the Vercors Plateau virtually surrounded.
The only ground still out of their reach were the mountain passes (or "Pas") protecting the access to the East of the
Plateau. South of the AMssif of Grande Veymont, they were four of them: the Pas des Chattons, Pas du Fouillet, Pas de
la Selle and, a bit further, the Pass de l'Aiguille. Each of these mountain passes was under the protection of a section
from the Adrian Company of maquisards, with headquarters in the Grande Cabane. The Germans shelled the Resistance
position with a deluge of fire, leaving the issue of the battle in no doubt. Yet the Resistance managed to hold the
enemy back for another full two days, before falling under withering fire. With these mountain passes now firmly under
control, the Germans had invaded the most remote places of the Vercors. Combat stopped, soon giving way to a terrible
repression.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

The Allied player lays out the minefields (Terrain 29 -


Briefing Minefields).
Axis Player [Germany]: Take 6 command cards. Air rules are not in effect. Remove any Air Sortie cards
You move first. from the Command deck before the start of the game. In
Allied Player [French Resistance]: Take 5 command addition, the Air Power and Barrage cards cannot be
cards. played by the Allied player. When drawing one, the
Allied player should immediately discard it and draw a
Conditions of Victory new one instead.
5 Medals.
The "Grand Cabane" is a Permanent Medal Objective
worth 1 Medal for the Axis player; he must capture it in
order to win the game.

Special Rules
All Allied units are French Resistance (Nations 1 - French
Resistance). Badges are not required.
Special Asset Weapon rules (SWAs 1 - Special Weapon
Assets) are in effect for the unit equipped with a mortar
(SWAs 3 - Mortar).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF63
SCENARIO #5841
The Surrender of Elster's Column

Setup order
Auch Mont de Marsan Dax
1 x22

2 x9

Bordeaux
3 x8
La Garonne

Libourne
4 x2

Monts de la Marche Angoulême

5 x2

6 x3
Collines du
Nivernais
7 x1
Le Cher Tours

Vierzon 8 x2

9 x1
Historical Background
With the landing of the Allied forces in Provence (Operation Dragoon), German occupation troops have been issued a 10 x1
general retreat order; As early as August 17, 1944, garrisons in the South-West of France evacuate en masse; their
occupants, a long way from home, now begin their long haul back North. While motorized units are able to
breakthrough and escape quickly, the same cannot be said for those on foot.
11 x8
Marschgruppe Süd, under the command General Elster, is the last one to depart; its soldiers find themselves constantly
harassed by French Resistance fighters and the relentless strafing and bombardments of Allied warplanes that
dominate the air. The Germans put up a good fight for survival but finally find themselves blocked against the Loire
River, unable to cross the entrenched bridge in Resistance hands at Decize. Left with no attractive option, Gal Elster 12 x15
surrenders on September 16, at Beaugency, along with 20,000 of his men.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
13 x12
French Resistance). Badges are not required.
Briefing
Place a badge on the three elite German infantry units
Axis player [Germany]: Take 6 Command cards. You
move first. (Troops 2 - Specialized Units). 14 x10
The Allied player alone is able to conduct Air Strikes
Allied player [French Resistance]: Take 5 Command (Actions 3 - Air Strikes).
cards.
Remove the Barrage card from the deck before starting 15 x4
Conditions of Victory the game, as neither the Germans nor the Resistance had
any artillery support.
Allied player only: 8 Medals.
Axis player: The Axis player achieves Victory if, and only
The "Air Power" card cannot be played by the Axis 16 x3
player. If he draws it or receives it at game start, he
if, he manages to exit 3 of his units through the Exit must immediately discard it and draw a new one.
markers on the Allied player's baseline.
Air Rules are not in effect. The Air Sortie cards are set
Special Rules aside and not used in this scenario.
All Allied forces are French Resistance units (Nations 1 -

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF64
SCENARIO #7045
Forêt d'Ecouves
Setup order

1 x8
Boucé Écouché Mortrée

2 x21

Carrouges Le Cercueil Sées


3 x3

4 x1
Forêt d'Écouves

Ciral

Alençon

Historical Background
After the capture of Alençon on 12 August 1944 in the morning, the 2nd French Armored Division under General Leclerc continued its
offensive toward Argentan. The French were informed that the 9th Panzer Division was ambushed in Ecouves forest. General Leclerc
decided to attack on three axes : the armored column Roumiantzoff entered the forest by the south while the armored column Dio
advanced by the west and Carrouges and the armored column Billotte attacked on the east and Sées. On the 13th of August, several
battles occurred in Ecouves forest due to the arrival of tanks of others Panzerdivisions withdrawing from Mortain. On the next day, the
2nd French Armored Division gathered near Ecouché, the Ecouves forest was free of German panzers.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player [Germany]
5 command cards.
Allied player [France]
6 command cards, you move first.

Conditions of Victory
6 medals.
Ecouché is a temporary medal objective for the Allied player.

Special Rules
Use "Specialized Units" and "Elite Armor" rules (Troops 2) to
Axis units with Elite badge and to all Allied infantry units. For
the Allied units, badges are not required.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF65
SCENARIO #22
Liberation of Paris
Setup order

1 x6
OutskirtsofParis OutskirtsofParis OutskirtsofParis

2 x15

3 x6

4 x5

5 x3

Historical Background
Conscious of the highly symbolic and political importance of Paris, Allied forces initially planned to surround the city and wait for its
capitulation rather than risk taking it, with the inherent costs of street-by-street fighting and obvious risks to the population.
Legend has it that Paris? garrison commander, General von Choltitz, was so moved by the city's beauty, as seen from his hotel room on
the Faubourg Saint-Honoré, that he chose not to carry out Hitler?s order to destroy the City. He also arranged a citywide truce with the
Resistance.
It was perhaps this last action which set the Allied commanders thinking that they could take the city instead of bypassing it. Also,
Generals Leclerc and deGaulle insisted the city be liberated to restore French national pride. The mission was, therefore, assigned to the
V Corps with Leclerc to lead the attack. But the approach into Paris was by no means as easy as expected. Choltitz had used the city truce
to prepare the defenses outside the city. He was far from being ready to hand over the capital to the Allies without a fight.
Leclerc's Frenchmen attacked towards Paris at dawn on the 24th of August, in two columns. The left column, under Colonel de Langlade,
immediately ran into German defenses, and was held up for hours in a firefight that saw the destruction of a number of German tanks.
The right hand column, under Colonel Billotte, faced even more serious opposition and was quickly bogged down outside the capital by a
series of strong points in several small villages.
That same night, defenses quickly evaporated when Choltitz ordered his troops to withdraw behind the Seine. The next day, August 25th,
Choltitz surrendered to Leclerc at the Gare Montparnasse.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing Special Rules


Axis Player: Take 4 command cards.
Allied Player: Take 5 command cards.
You move first.

Conditions of Victory
5 Medals
A French unit, that captures a Paris Outskirts town hex, counts
as one victory medal. Place an objective medal on each of
these three town hexes. The medal, once gained, continues to
count toward the Allied victory, even if the unit moves off the
hex or is eliminated.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF66
SCENARIO #7048
Hôtel Meurice
Setup order

1 x13
Avenue La Madeleine
desChamps-Élysées

2 x1

Place de la Concorde
3 x1
Hôtel Meurice

4 x1

Jardin des Tuileries 5 x6

6 x9
Rue de Rivoli

7 x4

8 x5
Historical Background
In the evening of 24th of August 1944, a detachment under the command of captain Dronne, vanguard of the 2nd
French Armored Division, reached the Hôtel de Ville of Paris. The next morning, the whole Division entered in Paris. 9 x1
With the support of local French resistance, the units of the Leclerc Division attacked all German defensive positions in
the capital. Combat Command Billotte attacked towards Hôtel Meurice which was the headquarters of German general
von Choltitz, in order to obtain the surrender of the whole German garrison called "Gross Paris". A battle occurred in the
area Place de la Concorde - Jardin des Tuileries - Rue de Rivoli. At 17h00, general von Choltitz signed the order of
surrender of the whole garrison in the command post of general Leclerc at Gare Montparnasse. That was the liberation
of Paris.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Urban combat rules are optional if you have the


Briefing battlemap "Sword of Stalingrad".
Axis player [Germany]
5 command cards.
Allied player [France]
6 command cards, you move first.

Conditions of Victory
6 medals.
Hôtel Meurice is a temporary medal-objective for the
Allied player.

Special Rules
Use "French Resistance" rules (Nation 1) to all Allied
infantry units with badge.
Use "Sniper" rules (Troop 10) to all Axis infantry units
with a single figure.
The "Air Power" card is not allowed to the Axis player. If
he draws this card, he must discard it and draw another
card instead.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF67
SCENARIO #5342
Operation Market Garden

Eindhoven

Waal Bridge Nijmegen

Wilhelmina Canal Valkenswaard

Arnhem Bridge

1st British Airborne 82nd Airborne 101st Airborne

British XXX Corps

Historical Background Setup order


The largest airborne operation of all time, Operation Market Garden was a bold attempt by Field Marshal Montgomery to drop three
entire Airborne Divisions behind the enemy lines, in German-occupied Netherlands. Their tactical objective: To capture and hold all 1 x59
the major water crossings along a narrow 60-mile stretch of highway and into northern Germany. British XXX Corps would then rush
onwards from the Dutch-Belgian border and across the Maas and Lower Rhine to outflank the Siegfried Line and choke off the Ruhr,
Germany's industrial heartland.
The daylight drops were initially successful, with the capture of the Waal bridge at Nijmegen, but German resistance was stronger 2 x17
than expected; the British 1st Airborne Division failed to secure the bridge at Arnhem. British ground advance was hampered by
marshy ground. Eindhoven was eventually captured by a joint Airborne and Armor assault, but British XXX Corps failed to relieve the
1st Airborne Division. Despite the latter's valiant hold out at Arnhem bridge, the planned advance had to be abandoned and Monty
wouldn't cross the Rhine until the spring of 1945. 3 x13
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

The Axis player is in control of a majority of the town hexes and 4 x14
Briefing has uncontested control of the three bridges at the start of
Axis Player battle, thus starting with 4 (Temporary) Medals.
[Germany]
Take 3 Command cards. Special Rules 5 x4
Allied Player British Commonwealth Forces Command rules are in effect for
[Great Britain / United States] British units (Nations 5 - British Commonwealth Forces).
Take 13 Command cards.
You move first. In this battle, Armor units may only move 2 hexes and 6 x7
(possibly, depending on terrain) battle, not 3. However, if an
During the game, the Axis Commander-in-Chief (CinC) Armor unit is on a road hex and stays on the road for its entire
increases his hand by 1 Command card, drawn from the top of movement, it may then move up to 4 hexes and battle. Tiger
the Command deck, each time the Allies lose a unit; and the Tank rules are in effect for the lone Tiger in the South (Troops 7 x3
Allied CinC simultaneously loses 1 Command card for each unit 16 - Tigers). Place a badge on the elite German tank and
he loses. The cards lost are drawn at random from the Allied infantry units to the North (Troops 2 - Specialized Units).
CinC hand by the Axis CinC, and immediately discarded. All
cards gained or lost during the course of a turn are drawn or Allied 1st British and US 82nd and 101st Airborne units are
discarded as each unit loss occurs, not all at turn's end. Also Special Forces (Troops 2 - Specialized Units). Badges are not 8 x3
the Allied CinC may never go below 2 cards, and neither of the needed. Collapsible Rafts & Boats rules are in effect for the
CinCs may ever go above 13. 82nd Airborne units with a Star marker (Actions 5 - Collapsible
Rafts & Boats). When they cross a river, remove the Star
marker; the unit no longer has any Collapsible Rafts & Boats. 9 x3
Conditions of Victory Air Rules are not in effect. The Air Sortie cards are set aside
and not used in this mission.
All 13 town hexes form a single Temporary Majority Medal
Objective worth 1 Medal for whoever holds a majority of them
at the start of his turn.
Three bridges (the bridge over Wilhelmina Canal, the Waal at
Nijmegen and Arnhem bridge) are Temporary Medal Objectives
worth 1 medal each for whoever has uncontested control of
them at the start of a turn. A bridge is under uncontested
control when a unit is on the bridge or in an adjacent hex AND
there are no enemy units in any hex adjacent to the bridge or
on it.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF68
SCENARIO #25
Arnhem Bridge
Setup order

1 x9

Lower Rhine 2 x3

Enter ExitBridge
3 x11

4 x3
ArnhemBridge

ARNHEM 5 x10
Enter ExitBridge
6 x7

Historical Background
The largest Airborne drop ever designed, Operation Market Garden was Field Marshall Bernard Montgomery's plan to end the war on the
Western Front early. If successful, it would threaten the flanks of German defenses along the Siegfried line and behind the Rhine River,
helping an Allied crossing and precipitating the fall of Berlin. The operation famously ended up being "a bridge too far", handing
Montgomery his only high-profile defeat.
The airborne plan on 17th September was for the 1st British Airborne Division to secure Arnhem bridge and the high ground to the north.
At the Bridge, 2nd Battalion Lieutenant Colonel Frost commanded a force of about 500 men that took up a strong position at the northern
end of the bridge. The Germans soon discovered that the airborne troops were a formidable enemy, and more than infantry assaults were
needed to blast Frost's men out of their houses. A charge by the 9th SS Reconnaissance Battalion across the bridge was destroyed;
likewise were attacks from the north. Despite being short of ammunition and with no food or water, the airborne force held the northern
part of the bridge, denying the Germans a crossing place, until the night of 20/21 September. The last British resistance near the bridge
ceased on September 23rd.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Grenadier units may move 1 or 2 hexes and still battle.


Briefing
Units may only enter or exit Arnhem Bridge from or onto the
Axis Player: Take 6 command cards. hexes as noted at the ends of the bridge. Movement along the
You move first. span of bridge is normal.
Allied Player: Take 6 command cards. Infantry units may not target units on the opposite side of the
Rhine River, which is too wide in this section.
Conditions of Victory
5 Medals

Special Rules
All the Allied units are Special Forces Elite Airborne units.
Therefore, there is no need to place badges with the units.
These units may move 1 or 2 hexes and still battle.
The Axis Special Forces tank units have 4 figures.
The Axis Special Forces infantry are Elite Grenadier units.
Place an Axis special force token in the same hex with these
units to distinguish them from the other units. The Elite

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF69
SCENARIO #1230
Valkenswaard
- Market Garden
Setup order

1 x5

2 x8

Flooded Fields Valkenswaard Flooded Fields


3 x4

4 x16

5 x2
Flooded Fields
6 x5
Flooded Fields

7 x6

8 x2
Historical Background
At 2:35 September 17, Kieth Heathcote, commander of the leading tank troop, ordered his tanks forward. The objective,
just a short three hours drive down the southernmost stretch of road soon to become know as Hell's Highway, was
Eindhoven.
The lead squadron was just a few thousand yards from the jumping off point of Joe's Bridge, when German infantry and
anti-tank guns opened fire on the Irish Guards. Kampfgruppe Wather had set up a strong network of resistance across
the Dutch frontier. In retaliation, the tanks targeted every hedgerow and woodland but their enemy was old hands at
fighting at battle ambush.
Tank movement was limited to elevated ground along the roadways in the area because of innumerable ditches and
marshy terrain. Yet with infantry co-operated, in a series of small actions, the narrow corridor was forced open. The XXX
Corps advanced accelerated and reached Valkenswaard, an advance of only six miles, by nightfall. Somewhat short of
the original objective the command was ordered to rest, for it had become clear that on such a narrow front, against a
determined enemy, Eindhover was not feasible.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Roads are explained on p.5 Terrain.


Briefing
Flooded Fields and High Ground rules are in effect (see
Axis Player: Take 4 Command cards. p.4 Terrain).
Allied Player: Take 6 Command cards.
You move first.

Conditions of Victory
6 Medals
An Allied unit that captures either road exit hex as
indicated counts as one Victory Medal. Place an
Objective Medal on these road exit hexes. As long as the
Allied unit remains on the hex, it continues to count
toward the Allied victory. If the unit moves off or is
eliminated, it no longer counts.

Special Rules
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF70
SCENARIO #1302
Nijmegen Bridges
- Market Garden
Setup order

1 x4
Big Guns

2 x1

Fort Hof VanHolland Valkof Fortress


3 x8
Nijmegen

4 x10

5 x2

6 x12

7 x10

8 x1
Historical Background
It was hoped that the 82nd Airborne Paratroopers would be able to take the strongly held Nijmegen bridges during the
early phases of Operation Market Garden, but other priorities and drops that put most of the Paras miles from their 9 x3
target, thwarted any serious attempts. The bridges would have to wait for the arrival of XXX Corp.
On September 20th, XXX Corp. mounted an attack on the Nijmegen road bridge, while the 504th Parachute Infantry
Regiment in assault boats hit the Fort protecting the railroad bridge and then turned east. The railroad bridge was taken 10 x2
intact from both ends. As British tanks advanced toward the road bridge, the retreating Germans gave the order to blow
it, but in a stroke of luck for the Allies, the demolition charges did not detonate and it also was captured.
The stage is set, the battle lines are drawn, and you are in command. The rest is history. 11 x3

See p. 13 to learn how to use the Big Guns.


Briefing
Axis Player: Take 5 command cards.
Allied Player: Take 6 command cards.
You move first.

Conditions of Victory
6 Medals
An Allied unit that captures a bridge hex counts as one
Victory Medal. Place an Objective Medal on each Bridge
hex. As long as the Allied unit remains on the hex, it
continues to count toward the Allied victory. If the unit
moves off or is eliminated, it no longer counts.

Special Rules
The three Allied Infantry units on the left flank have
collapsible, flat-bottom boats. Place a Battle Star token
in the same hex with these units to distinguish them
from the other units. See p. 8 to learn about Collapsible
Boats.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF71
SCENARIO #1422
Schwammenauel Dam
Setup order

1 x15
River Roer

Urft Dam 2 x4

Schwammenauel Schmidt
Dam 3 x2
Kommer-scheidt

4 x2

5 x3

6 x4

7 x2

8 x7
Historical Background
Before Operation 'Veritable' and 'Grenade' could begin, there was a matter of the Roer dams to consider. These dams
were located in an area of steep gorges, small mountains and narrow roads. Earlier attempts to capture the dams had 9 x15
failed and orders to take the Schwammenauel and Urft dams seemed an impossible task for the 78th Infantry Division
who had only limited battle experience. The 272nd Volksgrenadier Division was deployed in this section of the
Westwall. 10 x2
The 9th Infantry managed to capture the Erft Dam intact, but progress to take Schwammenauel was hindered by the
rugged terrain and lack of armor support. Finally the village of Schmidt fell and soon after, Infantry from the 309th
captured the dam. The German troops however had blown the discharge valves, which sent a heavy cascade of water
down the River Roer for weeks. 11 x2
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

units to distinguish them from the other units. These


Briefing units may move 1 or 2 hexes and still battle.
Axis Player: Take 5 Command cards
Allied Player: Take 5 Command cards.
You move first.

Conditions of Victory
6 Medals
An Allied unit that captures a Dam hex counts as one
Victory Medal. Place an Objective Medal on each Dam
hex. As long as the Allied unit remains on the Dam hex, it
continues to count toward the Allied victory. If the unit
moves off or is eliminated, it no longer counts.
The Axis player may attempt to sabotage the
Schwammenauel and Urft dams. See p. 9 to learn the
rules of sabotaging a dam.

Special Rules
The Allied Special Forces are Paratrooper units. Place an
Allied Special Force token in the same hex with these
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF72
SCENARIO #1337
Moyland Wood
- Operation Veritable
Setup order

1 x15

2 x10

3 x3
Moyland

4 x3
Louisendorf

5 x1

6 x2

Historical Background
On the afternoon of the 16th the Royal Winnipeg Rifles supported by the 3rd Armor Battalion Scots Guards was ordered to take the hilly
ground around Louisendorf. On its left the Regina Rifle Regiment with tank support was to clear the Moyland Wood.
The Winnipeg Rifles advance went well but the Regina Rifle Regiment ran into difficulties from the start. The wood had been reported
clear but elements of 6th Parachute Division newly arrived from North Holland were deployed in a strong position along the fringe of the
woods. As the Canadians moved to clear the wood, it was also shelled by German artillery. The failure to drive the Germans from Moyland
Wood seriously delayed the 2nd Canadian Corps' planned advance.
On the 19th, Battle Group Hauser and units from the 116th Panzer Division launched a counter attack. Throughout the night waves of
Germans attacked the Allied infantry, as the Allied tanks had been withdrawn a few hours earlier to re-arm and re-fuel.
To recover lost ground, Brigadier Cabeldu ordered all uncommitted elements forward. Infantry and tanks moved out, preceded by a
heavy barrage of artillery fire. The attack pushed the spent Germans back in less than two hours.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Special Force token in the same hex with these units to


Briefing distinguish them from the other units.
Axis Player: Take 5 Command cards
Allied Player: Take 5 Command cards.
You move first.

Conditions of Victory
6 Medals
An Allied unit that captures Moyland counts as one Victory
Medal. An Axis unit that captures a Louisendorf town hex
counts as one Victory Medal. Place an Objective Medal on each
of these three town hexes. As long as the unit remains on the
town hex, it continues to count toward the victory. If the unit
moves off or is eliminated, it no longer counts.

Special Rules
The Axis Special Forces tank units have 4 figures. Place a

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF73
SCENARIO #1341
Moyland Wood Overlord February 17-20, 1945
- Operation Veritable

Moyland

Louisendorf

Historical Background Setup order


On the afternoon of February 16th, 1945, the Royal Winnipeg Rifles, supported by 3rd Armor Battalion Scots Guards,
was ordered to take the hilly ground around Louisendorf; on its left, the Royal Regina Rifles, with tank support, was to 1 x28
clear Moyland Wood.
The Winnipeg Rifles advance went well, but the Regina Rifles ran into difficulties from the start. The woods had been
reported clear, but elements of the German 6th Parachute Division, newly arrived from North Holland, were deployed in 2 x24
a strong position along its fringe. As the Canadians moved to clear the woods, they were shelled by German artillery.
The Failure to drive the Germans from Moyland Wood would seriously delay the 2nd Canadian Corps' planned advance.
On the 19th, Battle Group Hauser and units from the 116th Panzer Division, launched a counter attack. Throughout the 3 x5
night, waves of Germans swamped the Allied infantry, whose tank support had withdrawn a few hours earlier to re-arm
and re-fuel. In a bid to recover lost ground, Brigadier Cabeldu ordered all uncommitted elements forward. His men
moved out, preceded by heavy barrage of artillery fire. In less than two hours, they had pushed the Germans back!
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
4 x4

Briefing 5 x2
Axis Player
[Germany]
Take 10 Command cards.
6 x3
Allied Player
[Great Britain]
Take 10 Command cards.
You move first.

Conditions of Victory
13 Medals.
The two Moyland town hexes are Temporary Medal
Objectives for the Allied Forces.
The three Louisendorf town hexes are Temporary Medal
Objectives for the Axis Forces.

Special Rules
British Commonwealth Forces Command rules are in
effect (Troops 5 - British Commonwealth Forces).
Place a badge on the elite German tank units (Troops 2 -
Specialized Units).
Air Rules are not in effect. The Air Sortie cards are set
aside and are not used in this mission.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF74
SCENARIO #1340
Across the River Roer
- Operation Grenade
Setup order

1 x4

2 x4

3 x1

4 x13

5 x7
River Roer
6 x16

Linnich 7 x6

8 x2
Historical Background
The 9th Army was lined up along the River Roer on the 23rd of February at the start of Operation Grenade. The river had
receded enough to make a crossing possible and the Operation opened with a tremendous artillery bombardment. 9 x3
The 84th Division was the most northerly of all the assault divisions. The first wave made it across a relatively narrow
section of the Roer at Linnich. Once over the river the 1st Battalion did not stop to clear the German defenders but
wheeled to the left. The 3rd battalion then crossed and while the 1st Battalion continued to press north, the 3rd moved 10 x4
against the elements of the 59th Infantry Division and the 183rd Volksgrenadier Division in their defensive positions
across from Linnich.
By the end of the second day two regiments were over the Roer and occupied a bridgehead of over 3 miles. 11 x6
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 Command cards
Allied Player: Take 6 Command cards.
You move first.

Conditions of Victory
6 Medals
An Allied unit that captures a town or the medal on the
road exit on the Axis baseline, as indicated, counts as
one Victory Medal. Place an Objective Medal on each of
these hexes. As long as the Allied unit remains on the
hex, it continues to count toward the Allied victory. If
the unit moves off or is eliminated, it no longer counts.

Special Rules
The River Roer is a Navigable River by Allied infantry
units in boats. Play the river as a Ford (see p. 6)
See p. 7 to learn about Minefields.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF75
SCENARIO #6369
Operation Amherst
Setup order

1 x9
Flooded Fields

2 x1

3 x11
Flooded Fields Coevorden

Flooded Fields
4 x2
Hoogeveen

Gronigen

5 x1
Assen

Steenwijk Flooded Fields

6 x21
Flooded Fields

7 x1
Flooded Fields

8 x1

9 x11
Historical Background
April 1945 - The Third Reich is in its final throes. But Netherlands is still under the iron grip of the German forces, 10 x9
following the disaster of Operation Market-Garden. Heading North toward the heart of the Reich, the Canadian tanks
and Polish artillery of 2nd Corps are making slow progress in the face of increasingly desperate German troops.
Massive carpet-bombing could pave the way, but might break the dykes and flood the low-lying countryside. Queen
Wilhelmina has successfully begged it off, in an effort to spare the civilian population. 11 x3
So on the night of April 7, despite terrible weather, two sticks of French SAS - some 676 men from the 2nd and 3rd
French Regiments de Chasseurs Parachutistes - jump behind the enemy lines, in the Drenthe province. Their objective:
to capture bridges over the Canal, north of Groningen, and gain control of the airfield at Steenwijk, in a bid to trap the 12 x11
local SS troops. By April 9th lead elements of 2nd Corps' make contact with the French but it is only with the help and
courage of the local population that total control is finally achieved two weeks later.
The stage is set, the battle lines are drawn, and you are in command. The rest is history. 13 x2
(Actions 20 - Paradrop).
Briefing
Axis Player [Germany]: Take 5 Command cards. You All German infantry units are Special Forces (Troops 2 - 14 x4
Specialized Units). Badges are not required.
move first.
All Allied infantry units are Special Forces Para units
Allied Player [France]: Take 6 Command cards. (Troops 2 - Specialized Units). Badges are not required. 15 x4
Conditions of Victory Flooded Fields (Terrain 23 - Flooded Fields) and High
Ground rules (Terrain 25 - High Ground) are in effect .
6 Medals.
The two bridges over the Canal and the airfield are
Air Rules are not in effect. The Air Sortie cards are set 16 x3
aside and not used in this scenario.
Temporary Medal Objectives for the Allied forces.

Special Rules
Before the Axis player takes his first turn, the Allied
player makes three paradrops, each with 3 figures

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Produced with permission, for non-commercial use only.
WF76
SCENARIO #24
Arracourt
Setup order

1 x6

Bezange-La-Petite 2 x1

Lezey Marne-RhineCanal
3 x1
Rechicourt

4 x3

Bures 5 x12

6 x9
Arracourt

7 x1

Historical Background
Part of the problem for the German forces involved in the Lorraine counter-offensive was the "Eastern" outlook of many of the units.
They were unfamiliar with the US Army and its very different tactics. On the Eastern front, tank formations were used as a shock force to
punch through infantry, because the Red army had no anti-tank weapons and limited artillery support. This was not the case with the US
Army, as would become painfully obvious in the following weeks.
The early morning attack of September 19th was planned as a two brigade assault with the 113th Panzer Brigade attacking Lezey, while
111th Panzer Brigade drove toward Arracourt. But the 111th became lost during the night, after receiving bad instructions from a French
farmer. The German column near Lezey emerged from the fog and was quickly engaged. Poor scouting of the area, prior to giving battle,
put the German forces at a disadvantage, as the US tankers used the ridges in the area to conceal their movements. The tank battle
intensified near Rechicourt with the US forces gaining the upper hand. Late in the day, Patton visited Arracourt. Believing German
strength in the area had been spent, he ordered General Wood to continue his advance.
The German opportunity to hit the 4th US Armor Division with a concentrated blow was foiled by poor map reading and a French farmer.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 command cards.
You move first.
Allied Player: Take 6 command cards.

Conditions of Victory
6 Medals

Special Rules

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Produced with permission, for non-commercial use only.
WF77
SCENARIO #6590
The Quarry of Cleury
- Battle in the Vosges Mountains
Setup order

1 x18

Quarry 2 x17

3 x1

4 x9

5 x1

Cleury

Historical Background
At the beginning of October 1944, after freeing up the city of Besançon, the 3rd US Infantry Division is engaged in the Vosges
Mountains. Near the village of Cleurie, they find themselves stopped by a German party entrenched on nearby heights and in a quarry.
Despite artillery and tanks support, the US division suffers heavy losses as it attempts to reduce the enemy's defenses. Following this
fight, Staff Sergeant Audie Murphy was promoted 1st lieutenant on the battlefield. Shortly after, he was wounded and kept away from
the front for two months.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player [Germany]
Take 5 command cards.
Allied player [United States]
Take 5 command cards.
You move first.

Conditions of Victory
5 Medals.
To win, the Allied player must also capture and hold the Quarry
(a Temporary Medal Objective for the Allied player).

Special Rules
Place a badge on the two Axis single figure Sniper units
(Troops 10 - Snipers).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF78
SCENARIO #4683
Crucifix Hill
- French Open 2010
Setup order

1 x2
Würselen

Verlautenheide 2 x2

Cote 231
3 x8
Crucifix Hill

4 x13

5 x12
Haaren
6 x3
Eilendorf

7 x8

8 x1
Historical Background
October 1944 - The US Army nears Aachen. Rather than heading straight for the town, General Hodges opts for an
encircling maneuver. The 30th Infantry Division, north of Aachen, marches South, while the 1st Infantry Division skirts
the suburbs via the South-East. Between the two stands a hill, topped with a large crucifix, north of the village of
Haaren. Dubbed Crucifix hill by the GIs, it is replete with bunkers, fortified machine gun nests and other camouflaged
positions, all manned by infantry men of the 246.Volksgrenadier Division. Equipped with flamethrowers, Bangalores
and other explosive charges, and supported by US artillery and a battalion of tank destroyers, the specialized assault
teams launch an attack on this formidable position. After an intense battle, and despite counter-attacks from the
German 116th Infantry Division and 3rd Division Panzergrenadiers, Crucifix Hill falls into American hands.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player [Germany] : 5 command cards.
Allied player [United-States] : 6 command cards, you
move first.

Conditions of Victory
6 medals. The main bunker on the top of Crucifix Hill is a
temporary medal objective for the Allied player.

Special Rules
- The two Axis infantry units with a badge are Elite
troops (Troops 2 - Specialized Units)
- The three Allied infantry units with a badge are Combat
Engineers (Troops 4 - Combat Engineers)

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WF79
SCENARIO #29
Saverne Gap
- Vosges
Setup order

1 x20
Saverne Rhine-Marne Canal

La Petite-Pierre 2 x5

3 x6
Saverne Gap

4 x1
Dabo

Phalsbourg 5 x7

6 x4

7 x2

8 x3
Historical Background
The Saverne Gap, cutting through the Vosges mountains, was the key to Strasbourg, capital city of Alsace. On November
21st, the US Seventh Army XV Corps, under the command of General Wade Hampton Halslip, arrived to the front lines at
Phalsbourg.
With the infantry progressing forward into the Saverne Gap, General Leclerc divided his 2nd French Armor division into
two task forces. The first would move well north of the Gap by La Petite-Pierre, the other on secondary roads in the
south through heavily forested mountains by Dabo. If the plan worked, they would take Saverne simultaneously from
both the north and south, avoiding the strong defenses expected in the Gap itself.
The plan worked to perfection. One of the south French armor group was even able to rush through Saverne's western
end and climb to the Gap, taking the German defenses from behind. German forces, few in numbers, fought valiantly;
but, without support or reserves, they were unable to stop the three-pronged Allied attack; they crumbled, leaving the
door to Strasbourg wide open.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 command cards.
Allied Player: Take 6 command cards.
You move first.

Conditions of Victory
5 Medals
If Allied units occupy 2 town hexes in Saverne at the end
of their turn, they win immediately.

Special Rules
The hills are impassable.
Artillery may not fire over hills.

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WF80
SCENARIO #7049
The road of Dabo
Setup order

1 x15
vers Dabo

Abreschviller 2 x1

Voyer Vasperviller
3 x1

4 x4
Saint-Quirin

5 x17
La Sarreblanche
6 x3

7 x7

8 x8
Historical Background
November 1944,German troops withdraw on two lines of defence in the Vosges mountain : "Vor-Vogesen Stellung" (1st
line) and "Vogesen Stellung" (main line of defence). General Leclerc ordered to colonel de Guillebon to breakthrough 9 x1
these lines in order to have open way to Strasbourg. Two columns of the combat command were in charge of this
breakthrough : the Minjonnet column was in the north facing the open country before the village of Voyer and the
Massu column was in the south in front of the enclosed valley of Saint-Quirin. While Minjonnet was reducing a hard
German resistance in Voyer, Massu ordered to his infantry to capture the enclosed valleys leading to Dabo. At the end
of the day, the infantrymen had made a breakthrough in the "Vogesen Stellung" and Massu sent the message : "Now, I
can exploit".
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player [Germany]
4 Command cards.
Allied player [France]
6 Command cards.
You move first.

Conditions of Victory
6 medals.
Exit marker rules are in effect for the Allied troops
exiting the board through the hex marked "vers Dabo".

Special Rules
The "Air Power" card is not allowed to both players. If
the Air Power card is drawn, play it as "Barrage" card.

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WF81
SCENARIO #7102
"Tissu est dans iode"
Setup order

1 x1
Le Rhin Pont de Kehl

2 x4

3 x11
Cathédrale

4 x2

5 x1

6 x1
Cronenbourg Lingolsheim

7 x3

8 x7
Historical Background
On the 22nd of November 1944, during the briefing before operation, Leclerc gave the routes to his combat commands
in order to enter in Strasbourg avoiding the German line of defence. The next morning at dawn, the French armored 9 x10
columns rushed to the city. That was a real race between the combat commands of the division. But in the suburbs of
Strasbourg, the German defensive positions, based mainly on the old fortresses surrounding the city, stopped the
French armored columns. The combat command Rouvillois only reached to enter in the city, fighting as far as the bridge 10 x1
of Kehl. At 10h00, colonel Rouvillois sent an encoded radio message now famous : "Tissu est dans iode" (Rouvillois is
in Strasbourg). A 14h00, a French flag, made on the spot, flew on the top of the Cathedral : the oath of Kufra was kept.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
11 x1
War) and mortars (SWAs 6 - Mortar Late War).
Briefing
Urban combat rules are optional if you have the
Axis player [Germany] battlemap "Sword of Stalingrad".
5 Command cards.
Allied player [France]
6 Command cards.
You move first.

Conditions of Victory
6 medals.
The cathedral is a temporary medal objective for the
Allied player.
The Axis player get a "Mort Subite" if an Allied unit
crossed the Rhine (Exit the board).

Special Rules
The Axis artillery battery is an antitank "88" battery.
Use "Heavy Anti-Tank Guns" rules (Troops 23).
Special Weapon Asset rules (SWAs 4 - Special Weapon
Assets) are in effect for the units equipped with
Anti-Tank Weapons (SWAs 5 - Anti-Tank Weapons Late

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF82
SCENARIO #28
Strasbourg
- Unternehmen Sonnenwende
Setup order

1 x13

2 x3

Rhinau
3 x6
Rhone-RhineCanal Benfeld

4 x13
Erstein

5 x4
Ill River
6 x1
Strasbourg Molsheim

7 x2

Historical Background
On the 7th of January 1945, the German Nineteen Army initiated an attack south of Strasbourg against the First French Army.
Code-named 'Sonnenwende' ("Winter Solstice"), the operation led by the 198th Volksgrenadier Division and 106th Panzer Brigade and
other armored elements threatened the southern flank of the VI Corps and the city of Strasbourg.
The initial German assault concentrated on the west side of the Rhone-Rhine Canal, hoping for a fall back of French forces between the
canal and the Rhine, if Erstine could be taken quickly enough. The bulk of the German Armor and one regiment of the Volksgrenadier
Division drove north then swung back to cut off the French infantry in a forward position.
De Lattre's French forces, consisting of the French 5th Armored Division and the French 1st Infantry Division, held up. After the initial
push, although ordered to press on, German forces could not push on beyond the southern suburbs of Strasbourg, never becoming a
serious threat. Operation Sonnenwende ended with only minor gains.
The stage is set, the battle lines are drawn, and you are in command. The rest is history....

Briefing
Axis Player: Take 4 command cards.
You move first.
Allied Player: Take 6 command cards.

Conditions of Victory
5 Medals
An Axis unit that captures the town hex or bridge hex, as
noted, counts as one victory medal. Place an objective medal
on each of these hexes. As long as the Axis unit remains on the
hex, it continues to count toward the Axis victory. If the unit
moves off or is eliminated, it no longer counts.

Special Rules
The Rhone-Rhine Canal is frozen and may be crossed. The ice,
however, in some parts is not thick nor safe. Whenever a unit
moves onto a canal hex, roll one battle die. If a Star is rolled, 1
figure is lost. There are no other movement or battle
restrictions in regard to the canal.
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF83
SCENARIO #5797
Counter-attack at Holtzwihr
- Medal of Honor for 1st Lieutenant Murphy - French Open 2010
Setup order

1 x3
Wickerschwihr Holtzwihr

2 x20

3 x3

4 x4

Ill River 5 x5
Holtzwihr Wood
6 x4
Riedwihr

7 x2

Historical Background
During the Battle for the Colmar Pocket, the 3rd U.S. Infantry Division, attached to the 1st French Army for the occasion, bravely inched
through the snow-covered plains of Alsace despite the bitter cold. The 15th U.S. Infantry Regiment had just seized the village of
Riedwihr and the Holtzwihr woods when the Germans launched a counter-attack. Two battalions of the 136th Gebirgsjäger (mountain
troops) Regiment, backed by a half-dozen "Jagdpanthers" of the 654th Panzerjäger Abteilung (heavy tank destroyers battalion),
attacked from the villages of Holtzwihr and Wickerschwihr. During the fierce engagement that followed, Lt. Audie Murphy, a future
Hollywood star in his own right, showed exemplary courage: left alone on the battle field, armed with a campaign phone in one hand, he
directed American artillery fire onto the incoming waves of Germans while using his other hand to fire the turret's machine gun of a tank
destroyer in flames onto the enemy infantry approaching his position. His heroic action allowed the GIs to contain the the Germans and
restore the situation and earned him the highest American Military decoration, the prestigious Medal of Honor.
The stage is set, the battle lines are drawn, and you are in command. The rest is history!

cross over: it remains impassable (Terrain 8 - Rivers &


Briefing Waterways).
Axis player [Germany]
Take 5 command cards.
You move first.
Allied player [United States]
Take 5 command cards.

Conditions of Victory
6 medals.
The village of Riedwihr and the Holtzwihr woods are Temporary
Medal Objectives for the Axis player.

Special Rules
All Axis armored units are elite tank units (Troops 2 -
Specialized Units). No badge is required.
The Allied units marked with a battle star are camouflaged at
the start of the game (Actions 16 - Camouflage).
Despite its appearance, the Ill river is not frozen enough to

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF84
SCENARIO #7044
The Hell of Grussenheim
Setup order

1 x4

2 x4

3 x1
Abattoir Grussenheim Forêt deJebsheim

4 x1
La Blind

5 x15

6 x4
Abords de Jebsheim

7 x5

8 x6
Historical Background
Attached for a while to the 2nd French Army Corps under the command of general de Monsabert, the 2nd French
Armored Division was involved in the reduction of the Colmar's pocket. GT"V" (Combat Command of colonel de 9 x5
Guillebon) took part in the battle of Grussenheim, small village in the German hands of the 198.Infanterie Division. The
French attack was on two axes, one column attacked on the west by crossing the Blind stream while another column
which bypassed Grussenheim, attacked it by the south from the neighborhood of Jebsheim. The first attack failed 10 x1
because of the strong German defense, but tanks and infantry of 2nd French AD with the support of Foreign Legion
infantry of 1st DFL, came into the ruined village and reduced the last German defenses. A last German counter-attack
was repulsed during the next night. 2nd French AD left the 29th of January the battlefield known as the "most dreadful
physical and moral trial of the whole campaign".
The stage is set, the battle lines are drawn, and you are in command, the rest is history.

Briefing Winter combat rules are optional if you have the


expansion "Winter Wars".
Axis player [Germany]
4 Command cards. Despite its appearance, the river is not frozen enough to
cross over: it remains impassable (Terrain 8 - Rivers &
Allied player [France] Waterways).
6 Command cards.
You move first.

Conditions of Victory
6 medals.
The central hex of Grussenheim is a temporary medal
objective for the Allied player.

Special Rules
Use "Elite Armor" rules (Troop 2) to the two Axis armor
units. Badges are not required.
The Axis player lays out the minefields (Terrain 29).
The "Air Power" card is not allowed to the Axis player. If
he draws the Air Power card, he must play it as
"Barrage" card.
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF85
SCENARIO #6592
The capture of Biesheim
- Last battle in Alsace.
Setup order

1 x1

Le Giessen 2 x1

3 x16
Biesheim

4 x16

5 x3

6 x3
Rhone-Rhine Canal

7 x2

8 x7
Historical Background
In Alsace, combats are drawing to an end; the Colmar pocket is being reduced by the 1st French Army, and the troops of
the German XIX.Armee, decimated and demoralized. are withdrawing toward Chalampé bridge over the Rhine in a bid to 9 x1
find some protection behind the Siegfried line. The rear guard, consisting of units of the 2.Gebirgsjäger Division
entrenched in Biesheim, covers the German retreat. On February 3, 1945, the 3rd US Infantry Division attacks. The
battle is fierce and last two days. The company of 1st lieutenant Audie Murphy, having take position in the cemetery, is
involved from start to finish. Biesheim marks Audie Murphy's last engagement as an infantryman; following this battle,
he was designated liaison officer of the division and would no longer be involved in 1st line combat.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player [Germany]
Take 5 Command cards.
Allied player [United States]
Take 6 Command cards.
You move first.

Conditions of Victory
6 medals.
The church of Biesheim is a Temporary Medal Objective
for the Allied player.

Special Rules
The Axis armor unit is an elite tank unit (Troops 2 -
Specialized Units).
The canal and Giessen river are impassable except
through the bridges (Terrain 8 - Rivers & Waterways).
For the Axis player only, the "Air Power" card is played
as a "Barrage" card instead.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF86
SCENARIO #6763
Clervaux - The Road to Bastogne

Setup order

1 x3

River Our 2 x1

3 x1
Heinerscheid Marnach

4 x10

5 x1
Clervaux
6 x1

7 x16

8 x19
Historical Background
Planned with the utmost secrecy, German "Operation Watch on the Rhine", launched in the wee hours of December 16,
1944. Hitler's objective: To conduct a blitzkrieg on what the US First Army considered a "quiet" front and push through 9 x6
the densely forested Ardennes Massif under the cover of heavy overcast weather. He hoped to split the British and
American lines, capture Antwerp and wipe out the encircled Allied armies in order to help negotiate a favorable peace
treaty. 10 x7
South of Manteufell's front, the 110th Infantry Regiment faced the main thrust of the attacking German divisions, alone
on an 11-mile front. Having crossed the River Our easily, the German Infantry infiltrated the woods of Luxembourg
while its Combat Engineers were struggling to bridge the river for the tanks of 2. Panzer-Division. Overrun by German
infantry, the village of Marnach soon fell. Using Clervaux as a strongpoint, Colonel Fuller attempted to stage a 11 x8
counter-attack and recapture Marnach. But the bridges had now been built; With 2. Panzer on the move, Clervaux had
to be evacuated. The road to Bastogne now lay open...
The stage is set, the battle lines are drawn, and you are in command. The rest is history. 12 x3

Briefing Special Rules 13 x2


Axis Player Winter Combat (Actions 25 - Combat Cards), Winter
[Germany] Weather (Actions 26 - Winter Weather) and Reduced
Take 6 Command cards. Visibility (Actions 27 - Reduced Visibility) rules are in
You move first. effect.
Allied Player Place a badge on the Allied Tank Destroyer unit (Troops
[United States] 24 - Tank Destroyers).
Take 5 Command cards. The River Our is impassable. For the Axis forces, Pontoon
Bridge rules are in effect (Terrain 33 - Pontoon Bridges).
Conditions of Victory
8 Medals.
The villages of Heinerscheid and Marnach, and the Castle
in Clervaux are Permanent Medal Objectives (Turn Start)
for the Axis forces.
The two road hexes with an Exit marker are Exit hexes for
the Axis forces.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF87
SCENARIO #6760
Battle in the Schnee Eifel
Setup order

1 x1

2 x2

Schnee Eifel
3 x15
Bleialf

4 x6

5 x18

6 x3
Roth bei Prüm

Auw bei Prüm 7 x10

8 x5
Historical Background
Further up in the center, this same morning of December 16, 1944, Fifth Panzer Army attacked the positions held by the
U.S. 28th and 106th Infantry Divisions. Thinly spread and outmatched, numerically as well as materially, the 422nd and 9 x3
423rd infantry regiments dug-in in the Schnee Eifel sector, soon found themselves threatened by a pincer attack of 18.
Volksgrenadier-Division. The Germans overtook the villages of Roth and Bleiaf, leaving the US Artillery near Auw by
Prüm exposed. Desperate counter-attacks by the reserve US Engineer battalions temporarily stopped the German 10 x1
advance; but lacking direction from their commander, 422nd and 423rd remained dug-in, as the Germans closed off
any possible path of retreat. On the 19th, low on ammunition, the two regiments were finally forced to surrender.
With up to 9,000 men lost and a substantial amount of arms and equipment, the Schnee Eifel battle would go down in
US Army history as "the most serious reverse suffered by American arms during the operations of 1944?45 in the
European theater".
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing Special Rules


Axis Player Winter Combat (Actions 25 - Combat Cards) and Winter
[Germany] Weather (Actions 26 - Winter Weather) rules are in
Take 6 Command cards. effect.
You move first. Place badges on the 6 German elite Infantry units
Allied Player (Troops 2 - Specialized Units).
[United States] Place a badge on the 2 US Engineer units (Troops 4 -
Take 4 Command cards. Combat Engineers).
Conditions of Victory Place a badge on the 3 Allied and 1 Axis Tank Destroyer
units (Troops 24 - Tank Destroyers).
6 Medals.
Special Weapon Asset rules (SWAs 4 - Special Weapon
The three towns hexes of Roth by Prüm, Auw by Prüm Assets) are in effect for the Allied unit equipped with
and Bleialf, are Permanent Medal Objectives (Turn Start) Anti-Tank weapons (SWAs 5 - Anti-Tank Gun Late War)
for the Axis forces. and the Axis unit equipped with a Machine Gun (SWAs 7
The road hex with an Exit marker on the Allied player's - Machine Gun Late War). Place the proper badges on
baseline is a Sudden Death Objective for the Axis forces. these units.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF88
SCENARIO #5523
Holding the Fort at Clervaux
- Unternehmen Wacht am Rhein
Setup order

1 x3
Marnach

2 x4

3 x6
Reulen

4 x10

Clervaux Munshausen 5 x13


La Clervé
6 x10
Le château

7 x6

Historical Background
December 17, 1944 - Colonel Fuller, commander of the 110th Infantry Regiment, is waiting for the enemy in Clervaux : defenses have
been laid everywhere, even in the old castle. The German Panzers are closing in so Colonel Fuller decides to send a Sherman platoon to
Munshausen to pick up a motorized infantry company. The hope is that they will attack Marnach, held by German forces. But before they
even have a chance to get in motion, Clervaux is suddenly attacked by the 26th Volksgrenadier Division and 2nd Panzer Division.
Realizing the seriousness of the situation,General Cota, commander of the 28th US Infantry Division, sends a tank company from the
707th Tank Battalion as backup, but this proves to be too little to late. Despite the heroic resistance of the company of GIs nestled in the
castle, Clervaux is lost by the end of day. The sacrifice of the 110th infantry Regiment won't be in vain, though. For the Allies now have
the time to reinforce Bastogne and prevent the Germans from reaching the Meuse.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player [Germany]:
Take 6 Command cards.
You move first.
Allied Player [United States]:
Take 5 Command cards.

Conditions of Victory
6 Medals.

Special Rules
Place a badge on the US Rangers elite infantry unit and on the
German elite tank units (Troops 2 - Specialized Units).
Bad weather prevented both sides from using airplanes:
remove the "Air Power" card from the deck at game start.

(Open de France Memoir '44 - 2009)

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF89
SCENARIO #21
Twin Villages
- Ardennes
Setup order

1 x8

2 x23

SchwarzenbruchTrail
3 x4

LausdellCrossroads

Rocherath Krinkekt

Historical Background
The Ardennes offensive began in the pre-dawn hours of Saturday, 16th December 1944. The northernmost element of the German attack
was an attempt by the 67th Corps in the Monschau forest to push through the left wing of the US 99th Division's defenses. The most
significant objective in this was the small village of Krinkekt, which blended into the neighboring village of Rocherath. As a result,
fighting here is frequently called the battle of the Twin Villages.
The initial assault was conducted through a wooded area against US infantry in prepared positions. Frustrated by the delays, the German
commander Kraas decided to commit a battalion of Panther tanks to reinforce the attack. By dusk on the 17th, the German tanks and
infantry had finally pushed out of the woods and advanced toward the Lausdell crossroads. Confused fighting engulfed Lausdell, but
McKinley's infantry unit held with the help of artillery support. The staunch defense of Lausdell gave the 38th Infantry Regiment and the
741st Tank Battalion time to move forward to Krinkelt-Rocherath.
Kraas committed the remainder of his forces, but Mckinley's decimated battalion held its ground and most of the German forces
bypassed the position and broke into the two villages. With little infantry support, the German tanks could not push the position and the
attackers fell back to reassess their options.
The fighting for Krinkelt-Rocherath had blocked the German advance for three days and enabled the V Corps to build up an impregnable
defensive along the Elsenborn Ridge, thereby denying the Germans the shortest rout to the Meuse.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 4 command cards.
You move first.
Allied Player: Take 6 command cards.

Conditions of Victory
6 Medals

Special Rules
The Axis Special Forces tank units have 4 figures. Place an Axis
special force token in the same hex with these units to
distinguish them from the other units.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF90
SCENARIO #3687
Twin Villages
- Unternehmen Wacht am Rhein
Setup order

1 x22

2 x8

Schwarzenbruch
Trail 3 x4

Lausdell Crossroads

Rocherath Krinkelt

Historical Background
The Ardennes offensive began in the pre-dawn hours of Saturday, 16th December 1944. The northernmost element of the German attack
was an attempt by the 67th Corps in the Monschau forest to push through the left wing of the US 99th Division's defenses. The most
significant objective in this was the small village of Krinkekt, which blended into the neighboring village of Rocherath. As a result,
fighting here is frequently called the Battle of the Twin Villages.
The initial assault was conducted through a wooded area against US infantry in prepared positions. Frustrated by the delays, the
SS-Standartenführer (Colonel) Hugo Kraas decided to commit a battalion of Panther tanks to reinforce the attack. By dusk on the 17th,
the German tanks and infantry had finally pushed out of the woods and advanced toward the Lausdell crossroads. Confused fighting
engulfed Lausdell, but Lieutenant Colonel McKinley's infantry unit held with the help of artillery support. The staunch defense of
Lausdell gave the 38th Infantry Regiment and the 741st Tank Battalion time to move forward to Krinkelt-Rocherath.
Kraas committed the remainder of his forces, but Mckinley's decimated battalion held its ground and most of the German forces
bypassed the position and broke into the two villages. With little infantry support, the German tanks could not push the position and the
attackers fell back to reassess their options.
The fighting for Krinkelt-Rocherath had blocked the German advance for three days and enabled the 5th Corps to build up an
impregnable defensive along the Elsenborn Ridge, thereby denying the Germans the shortest route to the Meuse.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player (Germany):
- Take 4 command cards.
- You move first.
Allied Player (United States):
- Take 6 command cards.

Conditions of Victory
6 Medals.

Special Rules
Place a badge on German elite tank units (Troops 2 -
Specialized Units).

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF91
SCENARIO #6766
Wardin
Setup order

1 x1

2 x1

3 x2
Wardin

4 x1

5 x1

6 x1

7 x3

8 x9
Historical Background
The morning of December 19 opened under a thick fog. The stragglers that had been poring back through the Allied
lines had stopped coming, which could only mean the enemy was approaching. In the village of Wardin, Team S-2 and 9 x10
Company B of 54th Armored Infantry Battalion had secured the road block and part of the village, while O?Hara?s Armor
was in position on the hills to the south, supported by 420th Armored field Artillery. The Germans initially attacked
through the woods in front of O?Hara, while their Combat engineers attempted to clear the minefields. But they were 10 x5
soon pushed back and the threat of the minefield remained. They then opted to skirt O?Hara?s position and move in
full force against Wardin. Late in the day, the 28th Division command post in Bastogne received word that the Allied
forces in Wardin had been wiped out.
The stage is set, the battle lines are drawn, and you are in command. The rest is history. 11 x19

Visibility (Actions 27 - Reduced Visibility) rules are in


Briefing effect. 12 x4
Axis Player Place a badge on the 2 German engineer units (Troops 4
[Germany] - Combat Engineers).
Take 5 Command cards.
You move first. Place a badge on the 2 Allied Half-Track units (Troops 18 13 x7
- Half-Tracks). Supply Vehicle rules are not in effect.
Allied Player
[United States] Place a badge on the Axis Tank Destroyer unit (Troops 24
Take 5 Command cards. - Tank Destroyers). 14 x3
The Allied player lays out the Minefields (Terrain 29 -
Conditions of Victory Minefields).
7 Medals. The river is frozen (Terrain 47 - Frozen Rivers). 15 x4
The 5 town hexes of Wardin form a Temporary Majority
Medal Objective worth 1 Medal for whoever controls
Wardin.
The 4 road hexes marked with medals are Temporary
Medal Objectives worth 1 Medal each for the Axis forces.

Special Rules
Winter Combat (Actions 25 - Combat Cards), Winter
Weather (Actions 26 - Winter Weather) and Reduced
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF92
SCENARIO #1310
Longvilly Trap December 19, 1944
- Unternehmen Wacht am Rhein
Setup order

1 x8

2 x1

3 x1

4 x1

5 x4

6 x6
Longvilly

7 x1

8 x14
Historical Background
December 18, 1944, six days before Christmas: German armor has come to within a few miles of the city of Bastogne.
Unwilling to give up this important traffic center, the Americans organize a defense perimeter around the town. In the 9 x5
late afternoon, Combat Command B arrives at Bastogne and immediately sets up three road blocks:
- Noville (north; Team Desobry)
- Longvilly (northeast; Team Cherry) 10 x9
- Wardin (east; Team O'Hara)
A day later - December 19, 1944: After learning of the passage of Team Cherry through the village of Mageret, the
Germans establish their own road block and decide to wait for the Panzergrenadiere to catch up before attempting to
seize Bastogne. Cherry soon discovers elements of the Panzer Lehr on the team's rear. Longvilly is now cut-off and it 11 x6
becomes vital for Team Cherry to attempt a breakthrough and reopen the road to Bastogne!
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
12 x1
Road Block hex in lieu of battling.
Briefing
The Air Power card must be played as an Artillery
Axis Player 13 x1
Bombard Tactic card instead: Artillery battles twice or
[Germany] moves up to 3 hexes.
Take 5 Command cards.
You move first. Air Rules are not in effect. The Air Sortie cards are set
aside and are not used in this mission.
Allied Player
[United States]
Take 4 Command cards.

Conditions of Victory
5 Medals.
The two road hexes with an Exit markers are Exit hexes
for the Allied forces.

Special Rules
Place a badge on the German engineer units (Troops 4 -
Combat Engineers). An Engineer unit that moves onto a
Road Block hex and is eligible to battle may clear the
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF93
SCENARIO #6782
Longvilly Trap
Setup order

1 x14

2 x4

3 x1

4 x1

5 x1

6 x6

7 x1

8 x9
Historical Background
December 18, 1944, six days before Christmas: German armor has come to within a few miles of the city of Bastogne.
Unwilling to give up this important traffic center, the Americans organize a defense perimeter around the town. In the 9 x7
late afternoon, Combat Command B arrives at Bastogne and immediately sets up three road blocks: - Noville (north;
Team Desobry) - Longvilly (northeast; Team Cherry) - Wardin (east; Team O'Hara).
A day later - December 19, 1944: After learning of the passage of Team Cherry through the village of Mageret, the 10 x5
Germans establish their own road block and decide to wait for the Panzergrenadiers to catch up before attempting to
seize Bastogne. Cherry soon discovers elements of the Panzer Lehr on the team's rear. Longvilly is now cut-off and it
becomes vital for Team Cherry to attempt a breakthrough and reopen the road to Bastogne!
11 x5
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Place a badge on the 1 German engineer unit (Troops 4 -


Briefing Combat Engineers). 12 x9
Axis Player Place a badge on the 2 Axis Tank Destroyer units (Troops
[Germany] 24 - Tank Destroyers).
Take 5 Command cards. 13 x1
You move first. Special Weapon Asset rules (SWAs 4 - Special Weapon
Assets) are in effect for the 2 Axis units equipped with
Allied Player Mortars (SWAs 6 - Mortar Late War). Place a badge on
[United States]
Take 4 Command cards. these 2 units. 14 x1
The river is frozen but impassable.
Conditions of Victory
6 Medals.
The two road hexes with Exit markers are Exit hexes for
the Allied forces.

Special Rules
Winter Combat (Actions 25 - Combat Cards), Winter
Weather (Actions 26 - Winter Weather) and Reduced
Visibility (Actions 27 - Reduced Visibility) rules are in
effect.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF94
SCENARIO #6792
'Peiper' at Stoumont
Setup order
La Gleize
1 x4

2
River Ambleve
x2

3 x1

4 x2

Cheneux

5 x10
Stoumont

6 x7

7 x9

Targnon 8 x33

9 x12
Historical Background
Ordered to throw a defensive line together and block Kampfgrupper Peiper for 24 hours, Colonel Roy Fitzgerald was the first to reach 10 x10
Stoumont. As he deployed his forces around the village, he was surprised to find Battery C from the 193rd Anti-Aircraft battalion
already in position. On the morning of the 19th, Peiper attacked through the fog with two columns of tanks and infantry. Peiper's
tanks were overrunning Fitzgerald's position when Shermans from the 743rd tank battalion arrived along with a motley crew of
vehicles from the repair depot at Sprimont. In the Ambleve Valley, Peiper's Panzergrenadiers had taken Cheneux and repulsed an
attack by Para units of the 504th. At dusk, Obersturmbannführer Peiper gave up on his attack and moved south across the Ambleve
11 x14
into more open country better suited for his tanks.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
12 x1
Winter Combat (Actions 25 - Combat Cards), Winter Weather
Briefing (Actions 26 - Winter Weather) and Reduced Visibility (Actions
Axis Player 27 - Reduced Visibility) rules are in effect.
[Germany] 13 x2
Place badges on the German elite infantry and armor units and
Take 6 Command cards. Ranger badges on the 4 Allied Para units (Troops 2 -
Allied Player Specialized Units).
[United States] Place badges on the one Allied and two German mobile artillery 14 x2
Take 6 Command cards. units (Troops 14 - Mobile Artillery).
You move first.
Supply Vehicle rules are in effect (Actions 24 - Re-Supply).
Place a badge on the Allied Half-Track unit (Troops 18 -
Conditions of Victory Half-Tracks).
11 Medals.
Place a badge on the one Axis and two Allied Tank Destroyer
The four town hexes of Stoumont form a Temporary Majority units (Troops 24 - Tank Destroyers).
Medal Objective (Turn Start) worth 2 Medals for whoever
controls Stoumont. Special Weapon Asset rules (SWAs 4 - Special Weapon Assets)
The two town hexes of Cheneux form a Temporary Majority are in effect for the Allied unit equipped with Anti-Tank
Medal Objective (Turn Start) worth 1 Medal for whoever weapons (SWAs 5 - Anti-Tank Gun Late War). Place the proper
controls Cleneux. badge on this unit.
The River Ambleve is frozen (Terrain 47 - Frozen Rivers).
Special Rules
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF95
SCENARIO #6780
Firefight in Neffe

Mageret

Hill 510 Neffe

Bizory

Mont

Historical Background Setup order


Lt Col. Ewell's column advanced along the frozen stream toward Neffe, when his column was suddenly fired on by a
machine gun breaking the silence of the early morning fog of December 19, 1944. The first burst did little damage to 1 x40
his 501st Parachute Infantry, but soon his entire force was engaged. It became obvious to Ewell that he would never
manage to take Neffe without reinforcements, so he ordered the 2nd and 3rd battalions forward. Major Sammie Homan 2 x15
and the 2nd battalion were ordered to take Bizory and then move on to Mageret to get behind the enemy lines in Neffe.
The 2nd battalion's advance, however, ended when it ran into German infantry dug in on Hill 510. To the south, the 3rd 3 x6
Battalion captured Mont, but instead of turning north to join the attack against Neffe, Lt Col. Griswold ordered his
forces to recon the woods to make sure the enemy would not out flank his force. A precious opportunity had just been 4 x2
lost...
The stage is set, the battle lines are drawn, and you are in command. The rest is history. 5 x2

them last. 6 x1
Briefing
The Germans start the battle with 3 medals, representing 7 x3
Axis Player their control of some of the above objectives.
[Germany]
Take 9 Command cards. 8 x1
Allied Player
Special Rules
[United States] Winter Combat (Actions 25 - Combat Cards), Winter 9 x1
Take 9 Command cards. Weather (Actions 26 - Winter Weather) and Reduced
You move first. Visibility (Actions 27 - Reduced Visibility) rules are in 10 x2
effect.
Place a badge on the 2 Allied and 2 Axis Tank Destroyer 11 x1
units (Troops 24 - Tank Destroyers).
Conditions of Victory Special Weapon Asset rules (SWAs 4 - Special Weapon
12 x1
14 Medals. Assets) are in effect for the 1 Axis unit and 1 Allied unit
equipped with Mortars (SWAs 6 - Mortar Late War) and 13 x7
The 4 groups of forest hexes each form a Temporary Sole the 1 Axis unit and 1 Allied unit equipped with Machine
Control Medal Objective, worth 1 Medal each for the 14 x13
Guns (SWAs 7 - Machine Gun Late War). Place the proper
Allied forces. badges on these units.
The four town hexes of Neffe form a Temporary Majority The river is frozen (Terrain 47 - Frozen Rivers).
15 x2
Medal Objective (Turn Start) worth 1 Medal for whoever
controls Neffe. 16 x7
The two town hexes of Mageret form a Temporary
Majority Medal Objective worth 1 Medal for whoever 17 x16
controls Mageret.
18 x9
The four hill hexes of Hill 510 form a Temporary Majority
Medal Objective worth 1 Medal for whoever controls Hill
510. 19 x5
The towns of Mont and Bizory are Last to Occupy Medal 20 x9
Objectives worth 1 medal each to the side that occupies
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF96
SCENARIO #6380
Noville to Foy
Setup order

1 x22

2 x3

Noville
3 x9

4 x20
Recogne

5 x1

6 x1

7 x1

8 x1
To Bastogne

9 x6
Historical Background
Battle of the Bulge, morning of December 20, 1944 - Noville is already under attack, but the enemy seems to be 10 x3
groping, rather than making a concentrated attack. Fog and snow have hampered the action and the beleaguered
Americans can only tell what is happening from up real close. Allied Command has told them to withdraw to Foy, but
with the fog, the sound of gunfire seems to swirl around them from every direction. Can the column make it to Foy, not
to even mention Bastogne? 11 x9
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
12 x7
Briefing Special Rules
Axis Player [Germany]: Take 4 Command cards. You "Heavy Fog" rules are in effect, reducing combat
move first. effectiveness. Dice symbols rolled that match a unit 13 x1
being targeted only score hits when battling the unit in
Allied player [United States]: Take 5 Command cards. Close Assault. All Grenades rolled still score hits as
normal.
Conditions of Victory Place a badge on the two elite Allied Parachute infantry
10 Medals. units (Troops 2) and on the lone German engineers unit
The baseline road hex with an Exit marker is worth 1 (Troops 4).
Victory Medal for each Allied truck figure that manages Tiger Tank rules are in effect (Troops 16).
to exit the board toward Bastogne.
Supply Truck rules are in effect (Troops 17). Re-supply
The three sets of road hexes connecting Noville, Foy and rules are not in effect, however; trucks in this scenario
Recogne are each worth a single Temporary Medal are transporting wounded men.
Objective for the Axis player. If the Axis player occupies
one or more hexes in any of these sets at the start of his Special Weapon Assets rules (SWAs 1) are in effect for
turn, he scores one Temporary Medal. Only one medal is the units equipped with Anti-Tank weapons (SWAs 2)
gained for each set, regardless of the number of road and Mortar (SWAs 3).
hexes held there. Air Rules are not in effect. The Air Sortie cards are set
aside and not used in this scenario.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF97
SCENARIO #20
St Vith
- Ardennes
Setup order

1 x20

2 x16

3 x5

4 x6
The Prumerberg

Impassable Impassable Impassable

St Vith

Historical Background
As early as August 1944, Adolf Hitler began formulating plans for what would become the Ardennes offensive. While too ambitious for
the available resources and terrain, the plan was deemed by the German High Command as having more chances of impacting the
situation than throwing the same the ad-hoc divisions into the increasingly desperate Eastern front.
In the Ardennes, there were only a few cross-country roads, so forces would tend to pile up at the crossroads. St. Vith was one such
town. The German tide rushed past to the north and south of St. Vith during the first days of the offensive, leaving the town to two
Volksgrenadier divisions, supported by artillery and a few Tigers. In the defense, a hodge-podge force, including infantry and armor,
dug in on a rugged ridge known as the Prumerberg, just east of St. Vith.
A heavy artillery barrage began the German attack. The infantry followed, advancing through gaps in the American line. The push was
joined by Tiger tanks rolling up the front slopes of the Prumerberg. The American armor lay in wait on the ridge, but the Tigers, using an
Eastern Front tactic of firing flares as they reached the crest, blinded the American tank crews and silhouetted the Sherman tanks. The
American line broke under heavy pressure and fell back before additional forces could be deployed from the town.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 5 command cards
You move first.
Allied Player: Take 4 command cards.

Conditions of Victory
6 Medals

Special Rules
The Axis Special Forces tank units have 4 figures.
The hill slope toward St Vith is impassable.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF98
SCENARIO #1363
Baraque de Fraiture (Parker's Crossroads) Dec. 20-23, 1944
- Unternehmen Wacht am Rhein
Setup order

1 x22

2 x6

3 x5

Crossroads

Fraiture

Historical Background
Under orders from command to "hold at all costs", Major Arthur C. Parker of the 589th Field Artillery unit assembled a makeshift force of
glider and parachute infantry, armored infantry, a few anti-tank guns and some Sherman tanks at the crossroads near the Belgian village
of Fraiture.
Repeated German attacks over the next few days were turned back as fuel supply problems limited the 2nd SS Panzer Division and 60th
VolksGrenadiers. By the 23rd, however those fuel problems were solved and a powerful combined arms attack finally overwhelmed the
out-manned Americans. By evening the position was lost.
While the final outcome was never in doubt, by holding the crossroads for over 2 days, Parker's hastily-assembled troops prevented the
German forces from advancing - giving the Allied forces in the area precious time to recover and reform.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis Player: Take 5 Command cards.
You move first.
Allied Player: Take 4 Command cards.

Conditions of Victory
5 Medals
The Allied player suffers Sudden Death the instant that the
Axis forces occupy all 3 town hexes at the crossroads.

Special Rules
Place a badge on the German elite tank units (troops 2 -
Specialized Units).
The Air Power card must be played as an Artillery Bombard
Tactic card: 'Artillery battles twice or moves up to 3 hexes'.
Air Rules are not in effect: The Air Sortie cards are set aside
and not used in this mission.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF99
SCENARIO #6775
Baraque de Fraiture (Parker's Crossroads)

Setup order

1 x22

2 x1

3 x7

4 x2

Crossroads 5 x1
Fraiture
6 x19

7 x5

8 x5
Historical Background
Under orders from command to "hold at all costs", Major Arthur C. Parker of the 589th Field Artillery unit assembled a
makeshift force of glider and parachute infantry, armored infantry, a few anti-tank guns and some Sherman tanks at
the crossroads near the Belgian village of Fraiture. Repeated German attacks over the next few days were turned back
as fuel supply problems limited the 2nd SS Panzer Division and 60th VolksGrenadiers. By the 23rd, however those fuel
problems were solved and a powerful combined arms attack finally overwhelmed the out-manned Americans. By
evening the position was lost. While the final outcome was never in doubt, by holding the crossroads for over 2 days,
Parker's hastily-assembled troops prevented the German forces from advancing - giving the Allied forces in the area
precious time to recover and reform.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing Place a badge on the Allied Army Half-Track unit (Troops


18 - Half-Tracks). Supply Vehicle rules are not in effect.
Axis Player
[Germany] Place a badge on the 2 Allied Heavy Anti-Tank Gun units
Take 5 Command cards. (Troops 23 - Heavy Anti-Tank Guns).
You move first. Place a badge on the Allied Tank Destroyer unit (Troops
Allied Player 24 - Tank Destroyers).
[United States] Special Weapon Asset rules (SWAs 4 - Special Weapon
Take 4 Command cards. Assets) are in effect for the Axis unit equipped with a
Mortar (SWAs 6 - Mortar Late War). Place a badge on it.
Conditions of Victory
6 Medals.
The Allied player suffers Sudden Death the instant that
the Axis forces occupy all 3 town hexes at the crossroads.

Special Rules
Winter Combat (Actions 25 - Combat Cards) and Winter
Weather (Actions 26 - Winter Weather) rules are in
effect.
Place a badge on the German elite infantry and tank
units (Troops 2 - Specialized Units).
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF100
SCENARIO #1242
Relief of 'Peiper'
- Ardennes
Setup order

1 x4

2 x8

La Neuville
3 x4

4 x10
Grand-Halleux

5 x8
River Salm Rochelinval Petit Halleux
6 x7
Trois Ponts

7 x4

Historical Background
Ordered to move to the relief of Kampfgruppe 'Peiper', Max Hansen on December 21st started probing with his battlegroup between Trois
Ponts and Grand Halleux. The 505th Parachute Regiment had established a defensive front to defend or blow the bridges along this
four-mile section behind the River Salm.
Hansen attack at Trois Ponts overran the allied companies positioned on the East Side of the river. A withdrawal of survivors was ordered
and although the German grenadiers made it to the bridge they were thrown back by fire from the antitank gun and the buildings.
To the south, a strong defense at La Neuville, slowed the advance of German tanks and infantry. Just as the German forces overcame the
defenders in La Neuville the battalion blew the bridge. The advanced had stalled and Allied Artillery forced the German troops to
withdraw.
On the 22nd, Panzergrenadiers fought a desperate battle for control of the Grand Halleux bridges. The paras blew one bridge while
Germans were in the middle of it and the rest of the German force in the area fell back. There was no further attacks on the 505th sector.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

may blow one bridge a turn when he plays a section command


Briefing card with an intact bridge. It takes one order from the card to
Axis Player: Take 4 command cards. blow the bridge in the section. Remove the bridge. The allied
You move first. player does not draw a new command card the turn he blows a
bridge (his hand of command card is reduced by one card).
Allied Player: Take 5 command cards.

Conditions of Victory
6 Medals
An Axis unit that exits off the Allied side of the battlefield
counts as one victory medal. The Axis unit is removed from
play. Place one figure from this unit onto the Axis medal track.

Special Rules
All Allied and Axis infantry units are Special Forces elite units.
They may move 1 or 2 hexes and still battle.
The bridges do not block line of sight.
The Allied player may blow three bridges. The Allied player
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF101
SCENARIO #6783
The Relief of 'Peiper'
Setup order

1 x4

2 x1

La Neuville
3 x3

4 x4

Grand-Halleux 5 x10
River Salm Rochelinval
6 x7
Trois-Ponts Petit-Halleux

7 x7

8 x22
Historical Background
Ordered to move to the relief of Kampfgruppe 'Peiper', Max Hansen on December 21st started probing with his
battlegroup between Trois-Ponts and Grand-Halleux. The 505th Parachute Regiment had established a defensive front 9 x6
to defend or blow the bridges along this four-mile section behind the River Salm. Hansen's attack at Trois-Ponts
overran the allied companies positioned on the East Side of the river. A withdrawal of survivors was ordered and
although the German grenadiers made it to the bridge they were thrown back by fire from the antitank gun and the 10 x8
buildings. To the south, a strong defense at La Neuville slowed the advance of German tanks and infantry. Just as the
German forces overcame the defenders in La Neuville the battalion blew the bridge. The advanced had stalled and
Allied Artillery forced the German troops to withdraw.
On the 22nd, Panzergrenadiers fought a desperate battle for control of the Grand-Halleux bridges. The paras blew one 11 x4
bridge while Germans were in the middle of it and the rest of the German force in the area fell back. There were no
further attacks on the 505th sector.
The stage is set, the battle lines are drawn, and you are in command. The rest is history. 12 x2

Winter Combat (Actions 25 - Combat Cards) and Winter


Briefing Weather (Actions 26 - Winter Weather) rules are in
Axis Player effect.
[Germany] For the Allied forces Blowing Up Bridges Option 1 is in
Take 4 Command cards. effect (Actions 2 - Blowing Up Bridges). The Allied
You move first. player may blow up to 2 bridges.
Allied Player All Allied and Axis infantry units are elite units (Troops 2
[United States] - Specialized Units).
Take 5 Command cards.
Place a badge on the US engineer unit (Troops 4 -
Conditions of Victory Combat Engineers).
6 Medals. The river is frozen but impassable.
The entire Allied baseline counts as Exit hexes for the
Axis player.

Special Rules
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF102
SCENARIO #6777
Escape along Salmchâteau
Setup order

1 x15
Salmchâteau

2 x1

Bêche
3 x2

4 x1

5 x1

6 x2

Provedroux
7 x20

Cierreux 8 x33

9 x22
Historical Background
On December 23, Kampfgruppe 'Krag" was already in control of the village of Salmchâteau when Task Force 'Jones' 10 x5
approached along the steep-sided Salm valley. The column of American tanks and infantry were spread out along the
road when Krag unleashed an attack. There was limited room for Jones to deploy and bring forward any units. To make
matters worse, Panthers of the Führer Begleit Brigade were moving forward out of Cierreux. Both German forces
converged on Jones' column. Total victory eluded them though: Some American units escaped west, while the men and 11 x6
guns of the 440th Armored Field Artillery fled to safety through the hills to Vielsalm.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
12 x1
Weather (Actions 26 - Winter Weather) and Reduced
Briefing Visibility (Actions 27 - Reduced Visibility) rules are in
Axis Player effect. 13 x1
[Germany] Place a badge on the 2 German mobile artillery units
Take 6 Command cards. (Troops 14 - Mobile Artillery).
You move first.
Place a badge on the 3 Allied Army and 1 Axis Tank
Allied Player Destroyer units (Troops 24 - Tank Destroyers).
[United States]
Take 5 Command cards. Church rules are in effect (Terrain 19 - Churches).
All Hill terrain hexes are impassable.
Conditions of Victory Even though Allied units are surrounded by German
9 Medals. forces in this scenario, they still retreat toward the
The Winter countryside hex with an Exit marker on the bottom of the map, while German units all retreat toward
Axis player's baseline and the Exit marker on the road the top.
west (left) of the map are Exit hexes for the Allied
forces.

Special Rules
Winter Combat (Actions 25 - Combat Cards), Winter
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF103
SCENARIO #6776
Resistance at Marvie
Setup order

1 x15

2 x1

3 x3

Marvie
4 x3
Hill 500

5 x3

6 x9

7 x34

8 x4

9 x20
Historical Background
On December 23, the Germans started to shell Marvie, a suburb of Bastogne. At about the same time, German tanks and 10 x14
infantry slowly began to progress toward Hill 500. A few US soldiers were able to withdraw, but most stayed on the hill
as the Germans encircled them. North of Marvie, the elite German infantry had worked their way through a hastily-laid
minefield and were advancing on a farmhouse. Lt. Col. James O'Hara ordered his team of tanks and artillery to move
forward and check on the German advance in this sector. The German infantry now came toward the houses at Marvie, 11 x8
but the American infantry held like a rock. To the southwest, the Germans were advancing in force and had already
crossed the frozen stream. Only a few platoons were in position to oppose the German advance, but they held until a
few Shermans came forward to counter the attack. Not knowing the strength of this American counter-attack, the 12 x6
Germans took up defensive positions and decided to wait.??
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
13 x3
Medal Objectives for the Axis forces.
Briefing
Axis Player
[Germany]
Special Rules 14 x4
Take 6 Command cards. Winter Combat (Actions 25 - Combat Cards), Winter
You move first. Weather (Actions 26 - Winter Weather) and Reduced
Visibility (Actions 27 - Reduced Visibility) rules are in
Allied Player effect. 15 x1
[United States]
Take 6 Command cards. Place badges on the 4 German elite infantry units
(Troops 2 - Specialized Units).
Conditions of Victory Church rules are in effect (Terrain 19 - Churches).
9 Medals. The river is frozen (Terrain 47 - Frozen Rivers).
The four town hexes of Marvie form a Temporary The Allied player lays out the 3 Minefields (Terrain 29 -
Majority Medal Objective worth 1 Medal for whoever Minefields).
controls Marvie.
The three road hexes marked with a medal are Temporary
Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF104
SCENARIO #1252
Bastogne Corridor West
- Ardennes
Setup order

1 x5
Chenogne

2 x15

3 x1

4 x1
Moricy Lavaselle

Remagne

Sibret

Historical Background
Historical
On December 30th German High Command's plan to capture Bastogne called for a push from the west simultaneously with another from
the east. The object of these two forces was to pinch the corridor at Assenois south of the town. With the ring closed they would turn
north and with attacks by the forces surrounding the city, Bastogne would fall.
The Western Pincer assembled the tanks and infantry of the Fuhrer Begleit Brigade and the 3rd and 15th Panzer Grenadier Divisions.
Their initial progress toward Sibret was good. Meanwhile southwest of Bastogne, the new U.S. 11th Armored Division along with the 87th
Infantry had been ordered to drive north. The result was that the two attacks ran right into one another on this part of the front. The
American armor attack went nowhere after Task force Pat was ambushed by German panzers. While the 87th Infantry on the American left
did take the villages of Moricy and Remagne only to be forced back by a determined counterattack by the Panzer Lehr Division.
Heavy casualties on both sides brought the bitter fighting in this sector to a close. The German western pincer had failed. Patton
although disappointed in the results of the American drive noted, 'had we not hit the Germans head on they may have again closed the
corridor into Bastogne'.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing Special Rules


Axis Player: Take 5 command cards. All Axis infantry units are Special Forces elite units. They may
You move first. move 1 or 2 hexes and still battle. The Axis Special Forces tank
units have 4 figures. Place an Axis special force token in the
Allied Player: Take 5 command cards. same hex with these units to distinguish them from the other
units.
Conditions of Victory The 'Air Power' card is played as an 'Artillery Bombard' card.
6 Medals (Issue an order to all ARTILLERY units. Units may move up to 3
An Axis unit that captures the town hex of Sibret counts as one hexes or battle twice.)
victory medal.
An Allied unit that captures the town hex of Chenogne counts
as one victory medal.
Place an objective medal on these town hexes. As long as the
unit remains on the town hex, it continues to count toward
victory. If the unit moves off or is eliminated, it no longer
counts.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF105
SCENARIO #1254
Bastogne Overlord December 30, 1944
- Ardennes

Chenogne

Lavaselle

Moircy Remagne Magerotte

Rondu Morhet Sibert

Freux

Historical Background Setup order


On December 30th German High Command's plan to capture Bastogne called for a push from the west simultaneously
with another from the east. The object of these two forces was to pinch the corridor at Assenois south of the town. With 1 x38
the ring closed they would turn north and with attacks by the forces surrounding the city, Bastogne would fall.
The Western Pincer assembled the tanks and infantry of the Fuhrer Begleit Brigade and the 3rd and 15th Panzer
Grenadier Divisions. Their initial progress toward Sibret was good. But meanwhile southwest of Bastogne, the new U.S. 2 x13
11th Armored Division along with the 87th Infantry had been ordered to drive north. As the early morning fog lifted it
revealed that both sides were advancing in force on this front. The result was that the two attacks ran right into one
another. The American armor attack went nowhere after Task force Pat was ambushed by German panzers. While the
87th Infantry on the American left did take the villages of Moricy and Remagne only to be forced back by a determined 3 x6
counterattack by the Panzer Lehr Division.
Heavy casualties on both sides brought the bitter fighting in this sector to a close. The German western pincer had
failed. Patton although disappointed in the results of the American drive noted, 'had we not hit the Germans head on 4 x3
they may have again closed the corridor into Bastogne'.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
5 x3
force token in the same hex with these units to
Briefing distinguish them from the other units.
Axis Player: Take 9 command cards. The 'Air Power' card is played as an 'Artillery Bombard'
You move first. card. (Issue an order to all Artillery units. Units may
Allied Player: Take 9 command cards. move up to 3 hexes or battle twice.)

Conditions of Victory
12 Medals
An Axis unit that captures town hexes of Sibret count as
one victory medal for each town hex (three possible
medals).
An Allied unit that captures the town hex of Chenogne
counts as one victory medal. Allied units need to capture
both town hexes in Moircy and Remagne to count as one
victory medal.
Place objective medals on these town hexes. As long as
the unit remains on the town hex, it continues to count
toward victory. If the unit moves off or is eliminated, it
no longer counts.

Special Rules
All Axis infantry units are Special Forces elite units. They
may move 1 or 2 hexes and still battle. The Axis Special
Forces tank units have 4 figures. Place an Axis special

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF106
SCENARIO #1253
Bastogne Corridor East
- Ardennes
Setup order

1 x6
Harlange

2 x17

Lutremange
3 x8

4 x3
Lutrebois Villers-la-Bonne-Ea
u

Historical Background
On December 30th German High Command's plan to capture Bastogne called for a push from the west simultaneously with another from
the east. The object of these two forces was to pinch the corridor at Assenois south of the town. With the ring closed they would turn
north and with attacks by the forces surrounding the city, Bastogne would fall.
The eastern pincer consisted of the 167 Volks-Grenadier Division on the right, the 1. SS-Panzer, which had lost most of its striking power
in the Kampfgruppe Peiper venture, and on the left the 5th Fallschirm-Jager Division, which was, partnered with a number of tiger tanks.
The Allied forces were the understrength 134th Infantry Regiment at Lutrebois and the 137th Regiment at Villers-la-Bonne-Eau.
There was fierce and confused fighting around both of the villages through most of the morning. Late in the afternoon the Grenadiers
managed to take Lutrebois and at Villers-la-Bonne-Eau the Allied forces were cut off and forced to surrender. The 4th Armor was rushed
forward and a scrambled melee ensued with infantry, tanks and allied artillery finally stopping the German thrust just short of the
Bastogne-Arlon road.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

The 'Air Power' card is played as an 'Artillery Bombard' card.


Briefing (Issue an order to all ARTILLERY units. Units may move up to 3
Axis Player: Take 5 command cards. hexes or battle twice.)
You move first.
Allied Player: Take 5 command cards.

Conditions of Victory
6 Medals
An Axis unit that exits off the Allied side of the battlefield
from a medal hex counts as one victory medal. The Axis unit is
removed from play. Place one figure from this unit onto the
Axis medal track. Place an objective medal on the three exit
hexes.

Special Rules
The Axis Special Forces tank unit has 4 figures. Place an Axis
special force token in the same hex with this unit to
distinguish it from the other units.

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF107
SCENARIO #6794
The Final Counter-Attack
Setup order
Doncols Bavigne
1 x5

2
Tarchamps
x3

3 x13
Harlange

4 x1

Lutremange

5 x1

Lutrebois Villers-La-Bonne-E Livarchamps


6 x36
au

7 x11

8 x22
Samlez

9 x18
Historical Background
Constant pressure from Hitler to capture Bastogne led Generalleutnant Karl Decker, a prudent but determined and highly 10 x5
experienced officer, to launch a pincer operation in an attempt to isolate the town. While XXXIX.Panzerkorps attacked from the east,
the Führer Begleit Brigade was to assault from the northwest; but finding itself short of fuel and ammunition, the Germans never got
off the starting line. Unaware, Decker's Korps moved forward through the woods on the morning of the 30th, with the infantry
following the Panzers. They moved through Lutremange and onto Villers-La-Bonne-Eau while the German infantry attacked
Lutrebois. Allied artillery was ordered into position and started to shell the Germans advance, forcing Decker to order a retreat. The
11 x5
last major counter-attack during the Ardennes operation had ceased.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
12 x5
the side that was last to occupy them.
Briefing Exit markers are in effect on the portion of the Allied baseline
Axis Player
[Germany]
in between the 2 Exit markers, for the Axis forces. 13 x2
Take 5 Command cards.
You move first. Special Rules
Allied Player Winter Combat (Actions 25 - Combat Cards) and Winter
[United States] Weather (Actions 26 - Winter Weather) rules are in effect.
Take 6 Command cards. Place badges on the 2 German elite infantry units (Troops 2 -
Specialized Units).
Conditions of Victory Place a badge on the 1 German mobile artillery unit (Troops 14
11 Medals. - Mobile Artillery).
The two town hexes of Lutremange form a Temporary Majority Place a badge on the 1 Allied Tank Destroyer unit (Troops 24 -
Medal Objective (Turn Start) worth 1 Medal for whoever Tank Destroyers).
controls Lutremange. Special Weapon Asset rules (SWAs 4 - Special Weapon Assets)
The two town hexes of Harlange form a Temporary Majority are in effect for the 1 Allied unit equipped with Anti-Tank
Medal Objective (Turn Start) worth 1 Medal for whoever weapons (SWAs 5 - Anti-Tank Gun Late War), the 2 Allied and 1
controls Harlange. Axis units equipped with Mortars (SWAs 6 - Mortar Late War)
and the 1 Allied and 1 Axis units equipped with Machine Guns
The towns of Livarchamps, Villers-La-Bonne-Eau and Lutrebois (SWAs 7 - Machine Gun Late War).
are a Last to Occupy Medal Objectives worth 1 medal each for

Symbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.
WF108
WF109

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