Memoir '44: Campaign Book Volume 1
Memoir '44: Campaign Book Volume 1 Rulebook
Table of Contents
Table of Contents
The Campaign Rules
A Campaign is a series of thematically and chronologically linked scenarios designed to be played in succession. As the campaign progresses, players will have various options at their disposal to press their advantage or shore up their defenses.
The core rules that follow detail how a Campaign is played. Individual campaigns may introduce additional play elements or conditions specific to that particular campaign, but these will be listed in the Campaign Notes.
The next few pages explain all you need to know to play a Campaign. From there, you can head out to Normandy and play through your first Campaign!
Starting a Campaign
Select the campaign you wish to play and read its accompanying Campaign Notes carefully. These notes include an historical overview of the campaign and a detailed list of battles that may be played. They may also include special rules relevant to that particular campaign.
Take the number of Reserve Tokens assigned to your Camp, as indicated in the Campaign Sheet. (For example, the Allied player takes 3 Reserve Tokens for this campaign.)
These tokens form the backbone of your Strategic Reserve Pool (commonly referred to as your Pool), from which Reserve Units might be called up during the course of the campaign.
Once all players have collected their Reserve Tokens, set up the first battle as indicated by the start scenario of the campaign.
Reserves
The Reserve Roll
After a scenario is set up, but before receiving your Command cards, roll 2 dice to see what Reserve units, if any, your High Command are willing to allocate you for the upcoming battle.
For each unit symbol rolled, you may choose to exchange a Reserve Token from your Strategic Reserve Pool for a unit of the type just rolled (grenades are wild, allowing an artillery, infantry, or armor unit to be chosen). This process is referred to as Calling up Reserves.
Note: Star and Flag rolls are explained in the "Special Reserve Rolls" paragraph on page 5.
You must carefully consider whether you want to call up the unit you just rolled or not. On one hand, you might never get another roll like this - and the chance to call up and deploy the matching unit that comes with it; but on the other hand, you will only have a limited number of Reserve Tokens to swap for unit symbols rolled during the course of the entire campaign!
If you choose to use one of the Reserve Tokens still in your Pool to call a unit up, you must immediately discard this token and make one of the following actions:
-
Deploy your Reserve unit directly onto the battlefield: Choose a unit that matches the symbol you just rolled and immediately deploy it on a vacant hex of your Baseline (first row of hexes on your side of the battlefield). If you choose this option, you must have enough figures left in your stock to deploy the unit at full strength (4 infantry, 3 tanks or 2 guns, depending on the unit type).
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Deploy your Reserve unit in your Staging Area: Place the Reserve Token face up in your Staging Area and put a figure that matches the symbol you just rolled on it to remember the unit type of this Reserve Token. The Staging Area is the metal strip to the right of your Medal track, just off your side of the battlefield. This Reserve Token represents a unit that is assembling in Reserve and awaiting an order to deploy on the battlefield in a future turn.
Deployment directly onto the battlefield
To deploy a Reserve unit directly onto the battlefield, you must have enough spare figures of the matching unit type available immediately after game set-up (owners of multiple copies of the game are free to use figures from their second game box, if need be).
You must deploy this (these) unit(s) on vacant hex(es) of your baseline. For this purpose, a vacant hex is a hex that has no unit, but may contain (non-impassable) terrain or obstacles.
If there are no vacant baseline hexes available, or if you do not have enough figures of the correct unit type left, you simply cannot deploy now - though you may still opt for the alternative, and deploy a Reserve Token in your Staging Area in the hope of a future, in-game deployment onto the battlefield.
The upside to deploying directly onto the battlefield is that it does not use up any in-game order(s) to deploy, since this deployment occurs before you receive your Command cards and start the battle!
Deployment to your Staging Area
If, instead of deploying a unit directly onto the battlefield, you choose to deploy a unit in your Staging Area, place a Reserve Token with a figure that matches the type of unit just rolled there. This token represents the unit gathering its troops in Reserve.
During the game, once you have enough figures from casualties, spares, or other units of the same type exiting the battlefield, you can use an order to deploy this unit from the Staging Area onto the battlefield.
If you do not have a full complement of figures available yet, you may still order an under-strength unit in your Staging Area to enter the battlefield, during your turn. It will just have fewer figures. You cannot deploy it directly onto the battlefield before the game start, since those units must be at full strength.
To move a unit from the Staging Area onto the battlefield, discard the corresponding Reserve Token and replace it with the figures that make up the unit. Activate your new unit as normal, using an order to make it enter the board through a vacant baseline hex on your side. If you order a unit with a Section card, it must enter the battlefield through a vacant baseline hex in that specific Section. The unit may move and battle as normal during the turn it enters the battlefield (subject to regular terrain limitations).
Units and tokens in a Staging Area cannot attack nor be attacked until the unit enters the battlefield. Once they enter the battlefield, they can never move back into the Staging Area!
Note that you are never allowed to deploy a unit from your Staging Area outside of your normal game turn! For instance, you cannot use an Ambush card to deploy a Reserve unit.
Special Reserve Rolls
In addition to the unit symbols (and grenades) obtained in your Reserve roll, you may also get the following results:
- Star along with a unit symbol: If you roll a Star along with a unit symbol during your Reserve roll, the unit you call up may be upgraded to Elite status.
Unless explicitly specified otherwise, a tank unit becomes an Elite Armor unit, with 4 tank figures instead of the normal 3 if sufficient figures are available; an infantry unit becomes a Special Forces unit that can move 2 and still battle, subject to normal terrain limitations (Troops 2 - Specialized Units). Artillery cannot be upgraded in this manner.
Place an Elite badge with the unit (or Reserve Token if in the Staging area) to indicate the unit's Elite status. Only one Reserve Token is used for the unit itself; the Elite status does not cost an extra Reserve Token.
When appropriate, the Campaign Notes will specify which additional type of Elite units (Cavalry, Combat Engineers, Flame-throwing tanks, etc.) may be called up, complete with their in-game characteristics and matching badges.
Note: In scenarios in which all infantry (armor) units for a given camp are Specialized units, there is no need to use badges to mark these units' Elite status. If you then introduce a standard infantry (armor) unit from Reserve during the course of the game, keep that new unit's token attached to it, to differentiate it from its specialized brethren.
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Double Stars: If you roll 2 Stars during your Reserve roll, you may use this roll to call up a single Elite tank or infantry unit of your choice, at no Reserve Token cost!
Or - if you own the Memoir '44 Air Pack, you may use the 2 Stars roll to receive a free Air Sortie token / Air Power token (see Game Components p.11), at no Reserve Token cost!
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Flag: Each Flag rolled gives one unit of your choice a defensive sandbag (Terrain 10 - Sandbags) position, at no Reserve Token cost. Place a sandbag in the same hex as the unit you wish to protect.
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Flag along with an infantry symbol: This dice roll lets you place an Infantry unit in Reserve, and allows you to place another one already on the board behind sandbags.
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Flag along with a Star: If you roll a Star along with a Flag symbol during your Reserve roll, you may gain access to some unique, campaign-specific defensive position or improvement for some of your troops. In this case, the Campaign notes will indicate which upgrade or improvement might become available. If there are no notes associated with this roll, ignore the Star and treat your dice roll as if it was a single flag.
Finally, individual Campaign notes may also provide for additional options on specific dice rolls.
Example: Thanks to a lucky reserve roll (Star + Infantry), this infantry unit becomes an Elite unit.
Example: With a Direct from HQ Command card, the Axis player orders two units already on the board and the two units that were in his Staging Area. The infantry unit may battle as it only moved 1 hex, but the artillery unit cannot, since artillery may only move or battle in a given turn.
Winning a Battle
Once a battle ends, there are a number of simple but important bookkeeping procedures that must be followed before moving on to the next Campaign scenario.
Replenishing the Strategic Reserve
If you won the scenario you just completed, you have an opportunity to replenish your Strategic Reserve Pool: You may immediately withdraw the Reserve Tokens placed in your Staging Area and place them back in your Strategic Reserve Pool.
The vanquished player, on the other hand, loses any token associated with an undeployed unit still in his Staging Area. These tokens are immediately gone from the player's Reserve Pool, at no benefit.
Bookkeeping & Score Tracking
At the end of a scenario, write on the Campaign Sheet the number of medals you and your opponent just won, including any Objective medals in your possession. Pencil the number in your appropriate box (Allied or Axis) on the scenario's tally section.
In addition, for each Objective medal you hold at the end of the scenario, you should also check the appropriate box on your Objective Track.
Example: "Allies win!" Having captured some vital objectives during the campaign, the Allied player scores the number of bonus points indicated below the last checkmark made on the Objective Track.
The Objective Track
The Objective Track is designed to measure the degree of success or failure that each side achieves in capturing the Campaign objectives. The bonus will often be on one side (the Attacker) to take the offensive, and capture a certain number of objectives (geographical or otherwise) to gain additional victory points and claim victory. The other side might score points for denying said objectives, or for capturing objectives of its own.
The Objective Track encapsulates this information, and tailors it for each side and for the specific Campaign being played.
The Objective Tracks help balance the campaigns.
Victory Events Rolls
Between two battles during the campaigns, a number of events may occur - those of you who purchased the Memoir '44 Winter/Desert board will recognize these events from that expansion and will remember that they often favor the victor but always bring an element of uncertainty to the tides of war.
After the next battle is set up but prior to any other activity (like Reserve rolls for the new battle) do the following:
Each player rolls two dice plus one die for each battle won up to this point in the campaign (including the battle just won, if appropriate).
Example: After having won a battle, and before starting the next one, the Allied player rolls three dice, forcing his opponent to lose one infantry figure, one armor figure and one Command card.
Starting with the player that moves first in the scenario you are about to begin, resolve the dice rolls using the following Events table. Start with any infantry rolled and finish with any flags:
Victory Event Roll Results
- Infantry: Your opponent must remove one infantry figure from an infantry unit of his choice.
- Armor: Your opponent must remove one tank figure from a tank unit of his choice.
- Star: Reduce the number of Command cards your opponent will hold at the start of the battle by 1. His starting hand however, must always be at least 1 card. He will draw 2 cards after each turn, until the number of command cards he holds is equal to the number listed in the scenario briefing notes.
- Special situation - When the Russian player has only 1 card in his hand at the start of a battle and Political Commissar rules are in effect, his one card is placed under the Commissar Chip. At the end of his first turn the Russian player draws 2 cards and must then place one under the Commissar Chip. After the Russian player's first turn, the normal Commissar rules are followed.
- Flag: Your opponent must retreat one unit of his choice back one hex. Units on the edge of the board, if forced back, lose 1 figure instead of retreating.
- Grenade: Remove one figure from any of your opponent's full-strength units. You may not apply more than a single grenade symbol to any of your opponent's units; and you may not apply a grenade symbol to a single-figure unit (e.g. Sniper, Airplane...).
Example: The artillery unit cannot be destroyed before play begins because it is not possible to apply more than a single grenade to a single unit. Instead, another unit will also lose one figure.
Winning the Campaign
Once the final scenario of a campaign has been played, Victory Points are tallied as follows:
- Total the Victory Points penciled by the players for each battle fought in the Campaign;
- Add the number of Victory Points gained on the Objective Track;
- Add the number of Victory Points gained on the Panzer Track or Heavy Tank Track, if any (see Unternehmen Fall Gelb).
Example: With 18 Medals and 3 points on the Objective Track, the Axis player's final score is 21 points.
Degree of Victory
The difference in final Campaign scores between the players determines the degree to which Victory was achieved:
- Equal points: Both players have failed in their mission, and are relieved from command by their respective headquarters!
- Up to 3 Victory Point (VP) advantage: The advantage is yours to press on. You have achieved a Minor Victory.
- Greater than 3 VP advantage: The enemy is in complete disarray. You have achieved a Major Victory!
- Twice or more than the opponent's VP: Congratulations, you have achieved a Decisive Victory, obliterating your opponent and forcing him to surrender!
Grand Campaign Rules
Grand Campaign rules were designed to meet the demands of the boldest and toughest generals. Using them gives you an opportunity to link several campaigns together and relive war on a front of World War II in all of its intensity!
Each Theater of Operation has its own detailed set of Grand Campaign rules that explains how to proceed. For example, in Normandy, start with the Flanking Caen campaign. Depending on the outcome of this campaign, play The Breakout or Taking Caen next, and keep fighting your way through Normandy until you reach The Falaise Gap! At the bottom of each Campaign Sheet, you will find the appropriate information relative to the Grand Campaign it belongs to. If you're not ready to play a Grand Campaign yet, simply ignore the Grand Campaign Rules and the information at the bottom of each Campaign Sheet.
The Campaign Notes
How to Read the Notes
Each Theater of Operations covered comes with some Campaign Notes that describe the special rules relative to each campaign that can be played in this Theater of Operations. These notes also detail the special Reserve rolls and in-game effects relative to these campaigns.
We recommend that you read the Campaign Notes of a given Theater of Operations carefully before starting to play through its scenarios.
Example (Normandy Axis notes, Flag + Star roll): Place 2 wire obstacles adjacent to any of your units at no token cost. When rolled before The Breakout, advance any one of your units already deployed on the battlefield at game start up to 2 hexes, at no token cost. This special Reserve roll allows the Axis player to place 2 wire obstacles adjacent to any of his units, at no Reserve Token cost, or, in The Breakout scenario, to move one of his units forward 2 hexes before game start.
Example (campaign-wide rules): Blitz rules (Actions 15 - Blitz Rules) are in effect in all of the scenarios of the campaigns.
German Air Supremacy - The Allied player may not play any Air Sortie or Air Power card. This rule applies for all of the scenarios of the campaigns. This special rule applies to all the scenarios of the campaign. The special rules add historical flavor to the campaigns.
The Campaign Sheets
How to Read a Campaign Sheet
Each campaign comes with a Campaign Sheet for each player, showing the scenarios of the campaign and the possible progression through them as the campaign advances. These sheets are different for each camp (ie the perspective from the Allied player's point of view will not necessarily be the same as that of his Axis opponent), and should be used by the players to keep track of the campaign's progression.
The Campaign Sheet dictates the flow of the game, from one scenario to the next: When you win a scenario in the campaign, read aloud the text that appears below the "Allies win!" (if you are the Allied player) or "Axis win!" line (if you are the Axis player) of your Campaign Sheet. If you lose, your opponent reads aloud his victory text on his own Campaign Sheet. Indications for the next scenario to be played may also be given here.
Then, follow the arrow depicted on your Campaign Sheet, according to the outcome of the scenario just completed, to determine the next scenario in the campaign:
- If you won the scenario just completed, follow the green arrow;
- If you lost the scenario, follow the red arrow.
Note: Grey arrows are used when the outcome of a particular scenario does not matter and has no influence on the selection of the next scenario to be played.
Information provided on the Campaign Sheet
The Campaign Sheet of each campaign shows the following information:
- Name of the campaign and its dates and operation names.
- Reserve Tokens - the number of Reserve Tokens the player starts the campaign with (for example, "Start with 3 Reserve Tokens").
- Page number - the page of this book on which the scenario is described.
- Scenario - the scenario's name and its map, with the Allied and Axis scores for the scenario.
- Special rule - any special rule that applies to the scenario.
- Score - the Allied and Axis medal boxes for the scenario's tally.
- Indications for the next scenario - the text to read aloud and the next scenario to play (for example, "Play 'Capturing the Crossing' next.").
- Indications for the Grand Campaign - the Grand Campaign step to take (for example, "GRAND CAMPAIGN move on to 'Taking Caen'").
- Objective Track - the bonus points for the campaign's objectives.
- Medals, Obj. Track and Victory Points - the boxes for the final score (Medals + Objective Track = Victory Points).
Note: Before playing a given campaign, we strongly recommend that you photocopy or download from our web site (www.memoir44.com) and print the relevant campaign sheets. This will not only preserve your book, but also allow you to play each campaign multiple times.
Game Components
The Punchboard
Your Campaign Book comes with a punchboard that includes the following elements:
New Badges
The Campaign Book includes the following new units:
Brandenburger commandos - Originally created by the German Abwehr, the Brandenburger commandos were trained to operate behind the enemy lines, seizing or destroying strategic objectives. They were often dressed as civilians or in the uniform of the enemy, allowing them to strike deep into enemy territory. During the Second World War, Brandenburgers operated on almost all fronts: they were the first men to cross the Russian border in June 1941, securing river crossings and damaging enemy supply lines. At the end of the war, the Brandenburger Division became an Infantry Division that fought till late 1944.
- A Brandenburger commando is made up of 3 German figures + 1 enemy figure that represents their capability to infiltrate enemy ranks.
- Brandenburger commandos may move up to 2 hexes and battle.
- When hits are scored against a Brandenburger commando, enemy re-rolls a single die, looking for an Infantry symbol.
- If re-roll fails (star, grenade, tank or flag), Brandenburger commando takes no casualties.
- If re-roll succeeds, the enemy figure is removed and the initial roll is applied as normal.
- When Brandenburger commandos are ordered to battle (not just move), remove the enemy figure from within.
Depleted Units - Weakened or incomplete units that fight as normal but do not count as Medals when eliminated.
A depleted unit may not gain back more figures than it had at game start (even with a Medics & Mechanics card).
Mortar - During the Second World War, thanks to its high-angle fire capabilities, the mortar was used to fire at entrenched enemy units that could not be targeted otherwise. This simple, man-portable weapon was very useful to clear out enemy defenses.
The mortar is a Special Weapon Asset (SWAs 1 - Special Weapon Assets).
- Movement: An ordered Infantry unit with a Mortar may move 1 or 2 hexes; but it may not battle in any turn during which it moves, even if it only moved 1 hex.
- Battle: An ordered Infantry unit with a Mortar may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry unit would. However, an Infantry unit with a Mortar ignores terrain protections.
- Line of Sight: An Infantry unit with a Mortar does not need to see the enemy ground unit it wants to combat, like a standard Artillery unit.
Anti-Tank Gun - The development of man-portable, anti-tank weapons took off during World War II. Their High Explosive Anti-Tank (HEAT) shells were soon found to penetrate armor better than some of the larger, much less mobile, anti-tank guns, at a fraction of the weight.
The Anti-Tank Gun is a Special Weapon Asset (SWAs 1 - Special Weapon Assets).
- Movement: An ordered Infantry unit with an Anti-Tank gun may move 1 or 2 hexes; but it may not battle in any turn during which it moves, even if it only moved 1 hex.
- Battle: An ordered Infantry unit with an Anti-Tank gun may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry unit would. In addition to normal Battle dice results, any star rolled scores a hit when targeting an enemy Armor unit.
- Line of Sight: An Infantry unit with an Anti-Tank gun must be able to "see" the enemy ground unit it wants to combat, like a standard Infantry unit.
An Infantry with a SWA attached is treated like an Infantry unit for all purposes; it is ordered by the same Tactic cards, hit by the same dice rolls, etc. However, an Infantry unit with a SWA can never Take ground.
New Tokens & obstacles
Reserve Tokens - 23 Reserve Tokens, representing the reserve units that can be deployed on the battlefield according to the new Campaign Rules.
Air Power / Air Sortie tokens - 4 Air Power / Air Sortie tokens which are used in some of the campaigns.
- If you play with Air rules: the Air Power / Air Sortie token must be considered as an Air Sortie card (Air rules p.3) for all purposes:
- It does not count towards the player's total set of Command cards received at game's start;
- It is not replaced with a new card when played;
- It may be played in conjunction with a Section card.
- If you do not play with Air rules: the Air Power / Air Sortie token must be played as an Air Power card. A player may decide to use it instead of playing a Command card. Of course, he does not draw a new card after this action.
Note: A player that begins a scenario with one or several Air Power / Air Sortie tokens cannot decide to keep those tokens for another scenario. If they have not been used at the end of the battle, they are lost.
Smoke Screen - When indicated in the scenario's Special Rules, you may place a Smoke Screen on the battlefield to try and cover the advance of your units.
Apply the following rules: When allowed, place Smoke Screen markers on 3 adjacent contiguous hexes. Those markers represent your Smoke Screen. A Smoke Screen lasts 2 turns: after your first turn, flip the markers over. Your opponent then plays his turn. You can then play another turn before removing the Smoke Screen markers off the board.
- Movement: Units can move on and through a Smoke Screen without penalty.
- Battle: No battle restrictions.
- Line of Sight: A Smoke Screen blocks Line of Sight, though units that are in a Smoke Screen hex may be seen and see out of that hex. In other words, a unit is hidden from line of sight only if the line of sight crosses the Smoke Screen hexes.
Units hidden behind the Smoke Screen cannot be seen by the opponent, but units that are in the Smoke Screen are clearly visible.
Abatis - 5 Abatis, which have almost the same effect that barbed wire, except that they are impassable for Armor and Artillery units.
- Movement: Infantry moving in must stop and may move no further on that turn. Impassable to Armor and Artillery.
- Battle: Infantry battles out at -1d, but may also remove abatis instead of battling.
- Line of Sight: Do not block line of sight.
LC - 5 Landing Crafts, identical to those already released in the Air Pack expansion.
Note: Those Landing Crafts are only used in one scenario which introduces special rules that differ from the standard Landing Crafts rules.
Special Rules
For some specific scenarios, additional rules have been created:
Paradrop
This special action, originally introduced in the scenario "Sainte-Mère Église" from the base game, allows you to drop units onto the battlefield.
It functions as follows:
When paradrop rules are in effect, you may drop 1 or several figures onto the board from the height of the box set on its side. If a figure lands on an impassable hex, on a hex with other figure(s) or out of the board, the unit is lost, though at no medal cost.
Otherwise, the paradrop succeeds. Add 3 figures to the one you dropped in order to form a full unit in the hex it landed. However, this unit may not move or battle this turn.
Battle of Normandy
Normandy: June-August 1944
Although the Allied invasion of Normandy on June 6, 1944 was successful and established a beachhead on the French coast, it fell well short of its ambitious objectives for the day. In the days following the landings, the German forces prevented attempts to take the vital hub of Caen. Allied commander General Montgomery started to think in terms of set piece attacks for his Commonwealth army as he searched for a breakout. If his plans failed to provide a breakout, General Montgomery planned to draw as much Axis armor to his British and Canadian sectors as possible. His hope was that this would help the Americans move through the bocage (fields of hedgerows) where the German forces had excellent defensive cover. No matter which force eventually made progress, the Germans would be facing encirclement and the Allies could extend their beachhead.
General Montgomery's first solution was to Flank Caen. In a letter to a compatriot he wrote, "The Germans are doing everything they can to hold on to Caen. I have decided not to have a lot of casualties by battering up against the place, so I have ordered Second Army to keep up a good pressure at Caen, and to make its main efforts towards Villers-Bocage and Evrecy and thence southeast towards Falaise."
Normandy Campaign Notes
The Normandy campaigns can be played as individual campaigns or they can be played together by following the Grand Campaign instructions.
Some campaigns can be finished after 2 scenarios, while other campaigns are 4 scenarios in length.
Special Reserve Rolls
Reserve rolls are carried out as explained in the core campaign rules, except for these special rolls:
Allies
- FLAG + STAR: Advance any one of your units already deployed on the battlefield at game start up to 2 hexes, at no Reserve Token cost.
- STAR + STAR: Take 1 Air Sortie / Air Power token, at no Reserve Token cost!
Axis
- FLAG + STAR: Place 2 wire obstacles adjacent to any of your units at no Reserve Token cost. When rolled before The Breakout, advance any one of your units already deployed on the battlefield at game start up to 2 hexes, at no Reserve Token cost.
- STAR + STAR: Take 1 Air Sortie / Air Power token, at no Reserve Token cost!
Grand Campaign Rules (Normandy)
Strategic Reserve Pool: Use the information provided on each Campaign Sheet, at the beginning of each campaign.
Grand Campaign Progression
Play the different Normandy campaigns in this order:
- Flanking Caen
- The Breakout or Taking Caen according to the end of Flanking Caen
- Early Falaise or Falaise according to the previous campaign
- Falaise (if not already played).
Victory
Determine the Victory Level (see campaign rules) for each of the Normandy branch campaigns in the usual way. Victory in a branch campaign is worth Grand Campaign Points as follows:
- Campaign Tie: 0 pt.
- Minor Victory: 1 pt.
- Major Victory: 2 pts.
- Decisive Victory: 3 pts.
Once completed, add up all of the Grand Campaign points. The player with the most Grand Campaign Points wins. If both players are tied, add up all of the campaign scores: the player with the most Victory points wins.
Optional Rule: "What if?" events
This optional rule adds historical elements to your grand campaign. If both players agree, roll 1 die each before the third campaign. Read off the results as per the following list:
| Die face | Allies | Axis |
|---|---|---|
| Infantry | Combat Engineers | Panzerschreck |
| Armor | Sherman Crocodile | Tigers! |
| Star | Allied Air Supremacy | Camouflage |
| Flag | Tigers! | Sherman Crocodile |
| Grenade | Panzerschreck | Allied Air Supremacy |
Note: Some events, while rolled by one player, may favor his opponent! If both players roll the same event, its effect (in favor of one side) is only applied once, not twice.
The events have the following effects:
- Combat Engineers: Equipped with flamethrowers, Allied Combat Engineers are a precious asset for close combat. In each of the next scenarios and for the rest of the grand campaign, if the Allied player obtains a standard infantry unit on his Reserve Roll, he may choose to replace it with a Combat Engineer unit (Troops 4 - Combat Engineers).
- Sherman Crocodile: Flame-throwing Shermans can easily clear out enemy defenses. In each of the next scenarios and for the rest of the grand campaign, if the Allied player obtains a standard armor unit in his Reserve Roll, he may choose to replace it with a Flame Thrower Tank unit (Troops 13 - Flame Thrower Tanks).
- Panzerschreck: This German anti-tank weapon was feared by all Allied tank crews. In each of the next scenarios and for the rest of the grand campaign, if the Axis player obtains a standard infantry unit on his Reserve Roll, he may choose to equip it with an Anti-tank weapon (place an Anti-tank Special Weapons Asset with this unit).
- Tigers! Unleash the beast! In one of the next scenarios, except for Wittmann's Final battle, the Axis player may call up an elite armor unit (4 figures) at no Reserve Token cost. This action is free and the Axis player may still roll for reserves as normal after having deployed his elite armor unit. This unit must be deployed on the Axis baseline.
- Allied Air Supremacy: Death comes from above! The Axis player may not play any Air Sortie or Air Power card / token for the rest of the campaign. If he draws one of these cards, he must discard it and draw another card instead.
- Camouflage: Germans defending Normandy are camouflaged in hedgerows and forests. At the beginning of each of the next scenarios and for the rest of the grand campaign, before any Reserve Roll, the Axis player may camouflage one of his units that is in a hedgerow or a forest hex (Actions 16 - Camouflage).
Flanking Caen
Operation Epsom, Operation Jupiter - June 25 to July 10, 1944.
Allied campaign sheet quote, from General Montgomery: "I've been frustrated, old man, that we have not yet been able to take Caen. We have a new plan: Operation Epsom. I need you to lead the 15th Division across the Odon and secure a crossing so that we can push on to flank Caen. You'll have plenty of reserves. Start by securing the flank. Get the job done!"
Axis campaign sheet quote, from Generalfeldmarschall Rommel: "All our reports show that the British are preparing an operation. They must know we have been massing our armor to push them back into the sea, so they will no doubt start by trying to secure their flank. I can't offer you many reserves right now; regardless you must stop them. Remember, sweat saves blood, blood saves lives, and brains save both; be smart and protect that flank!"
Allied campaign sheet: Start with 3 Reserve Tokens.
Axis campaign sheet: Start with 1 Reserve Token.
Objective Track (Allies): objectives none, 1, 2, 3, 4, 5 = points 0, 2, 2, 3, 3, 4.
Objective Track (Axis): objectives none, 1 = points -1, 1.
Campaign flow
- Securing the Flank (p.20)
- Special (Allies): If you secure the Raury objective, the Axis player must remove the artillery unit in the next scenario.
- Allies win: "Good show! With the flank secure, you can safely get across the river. Now we need to capture the bridge spanning the Odon to maintain our momentum. Drive on in all haste." Play Capturing the Crossing next.
- Axis win: "Well done Herr General. Without a secure flank to its side, we should be able to easily halt Tommy's main advance. He'll have to try and capture the crossing over the Odon next." Play Capturing the Crossing next.
- Capturing the Crossing (p.21)
- Special (Allies): If you capture the crossing objective, ignore any tank rolled in the next Axis Victory Events roll.
- Allies win: "Good progress! This is going just as I planned. Now get the 11th Armoured division to secure Hill 112 but be careful we know Jerry has something up his sleeve." Play Withdrawal from Hill 112 next.
- Axis win: "Excellent, you have prevented the Allies from getting a solid bridgehead across the Odon. Their hold on Hill 112 is tentative at best. Use your forces to drive them back across the river and gain us some breathing room!" Play Withdrawal from Hill 112 next.
- Withdrawal from Hill 112 (p.22)
- Special (Allies): You must win by 2 or more medals. If you don't, Axis win.
- Special (Axis): If the Allies do not win by 2 or more medals, you win.
- Allies win: "Very crafty of you! I was concerned about Jerry's armour build-up there but you've put me at ease." END CAMPAIGN.
- Axis win: "Very good. The British are now in retreat and their operation has been halted thanks to your efforts. Be prepared because they will surely want to take the commanding heights of Hill 112 before they proceed any further. I have allocated you what reserves I can. Good luck Herr General." Play next.
01 - Securing the Flank
Setup order: 1 x18; 2 x2; 3 x6; 4 x10; 5 x2; 6 x2.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Great Britain]: Take 4 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- The three hexes of Fontenay le Pesnel are a Temporary Majority Medal Objective for the Allied forces.
- Raury is a Temporary Medal Objective for the Allied forces.
Special Rules
- Place a badge on the Axis armor unit and Axis infantry unit on the hills between Raury and Fontenay le Pesnel (Troops 2 - Specialized Units).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck, at game start.
02 - Capturing the Crossing
Setup order: 1 x5; 2 x7; 3 x3; 4 x11; 5 x8; 6 x2; 7 x1; 8 x1; 9 x7.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Great Britain]: Take 6 Command cards. You move first.
Conditions of Victory
- 6 Medals.
- The marked bridge hex over the Odon River is a Temporary Objective Medal for the Allied forces.
Special Rules
- Place a badge on the German elite tank units (Troops 2 - Specialized Units).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck, at game start.
03 - Withdrawal from Hill 112
Setup order: 1 x7; 2 x4; 3 x6; 4 x3; 5 x13; 6 x8; 7 x2; 8 x1; 9 x5.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [Great Britain]: Take 5 Command cards.
Conditions of Victory
- 6 Medals.
- The marked town hex is a Temporary Medal Objective for the Axis forces.
Special Rules
- Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle the other one in the deck, at game start.
04 - Hill 112
Setup order: 1 x7; 2 x1; 3 x11; 4 x14; 5 x2; 6 x2; 7 x2; 8 x5.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Great Britain]: Take 5 Command cards. You move first.
Conditions of Victory
- 6 Medals.
- The indicated hex in the town of Maltot and Hill 112 are Temporary Medal Objectives for the Allied forces.
Special Rules
- Place a badge on the German elite tank unit and on the mechanized infantry unit (Troops 2 - Specialized Units).
- Air rules are optional: If used, give one Air Sortie card to the Allied player, and shuffle the other in the deck, at game start.
The Breakout
Battle for Saint-Lo, Operation Cobra, Unternehmen Lüttich - July 11 to August 7, 1944.
Allied campaign sheet quote, from General Bradley: "I know it's been hell getting through these hedgerows, boys, but I've got a plan to get us out. Operation Cobra will see us finally break out into the open. The thing is, we have to crack Saint-Lô first and I have early reports that Panzer Lehr is starting an operation that could put a hitch in our giddy-up. Get out there and stop them, then move on quick as you can to Saint-Lô!"
Axis campaign sheet quote, from Generalfeldmarschall Von Rundstedt: "I'm concerned about the American forces making progress on our flank, so I've shifted Panzer Lehr to your command. Make good use of them. Hitler is insisting on a massive counter-attack and we must be in good standing when the order comes. For the Führer!"
Allied campaign sheet: Start with 3 Reserve Tokens.
Axis campaign sheet: Start with 2 Reserve Tokens.
Objective Track (Allies): objectives none, 1, 2, 3, 4 = points 0, 1, 2, 2, 3.
Objective Track (Axis): objectives none, 1, 2 = points -2, -1, 0.
Campaign flow
- Panzer Lehr Counter Attacks (p.26)
- Allies win: "That should seriously affect their ability to do anything like that again. Now move on to Saint-Lô and capture the high ground that looks down on it. The 15th is already well in advance of where they should be, help them out." Play Martinville Ridge next.
- Axis win: "That will give the Americans something to think about. They are certainly massing for something, but if we can contain them in hedgerow country... Hold Saint-Lô at all costs!" Play Martinville Ridge next.
- Martinville Ridge (p.27)
- Special (Allies): If you capture an objective, take a free armor reserve unit in addition to your Reserve Roll for the next battle. The free armor unit does not cost any Reserve Token.
- Special (Axis): If you hold Hill 122 at the end of the battle, roll an extra die in the next Victory Events roll. Axis sheet flavour: "Excellent! The heights above Saint-Lô will allow us to harass the Yankees. Make sure we have spotters on that ridge."
- Allies win: "Good job, that will help us kick off Operation Cobra if there was any doubt about the fighting ability of our troops, you've dispelled it!" Then: "Your victory here at Saint-Lô has saved us hundreds of lives and will get our breakout operation under way with morale at an all time high. Keep it up and you may be looking at a promotion." Play Operation Cobra next.
- Axis win: "The Americans are certainly up to something but without the advantage of Saint-Lô as a starting point, they will have a hard time. Be prepared for an American offensive in your sector, Herr General." Play Operation Cobra next.
- Operation Cobra (listed in italics in the book's contents, so the scenario itself is not printed in this book and is available separately. Its campaign text is transcribed below.)
- Allies win: "The breakout is picking up momentum. Now we can strike decisively to end the fighting in Normandy. Patton is eager to exploit your breakout." END CAMPAIGN.
05 - Panzer Lehr Counter Attacks
Setup order: 1 x10; 2 x10; 3 x3; 4 x7; 5 x3; 6 x2.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [United States]: Take 6 Command cards.
Conditions of Victory
- 5 Medals.
- Exit markers are in effect on the portion of the Allied baseline in between the 2 Exit markers, for Axis forces.
Special Rules
- All Axis infantry units are Panzer Grenadiers (Troops 2 - Specialized Units). Badges are not required.
- All Axis tank units are elite armor units (Troops 2 - Specialized Units). Badges are not required.
- Air rules are optional: If used, the Allied player may call in Air Strikes (Actions 3 - Air Strikes & Blitz) from P-38's (Airplanes 2 - Lockheed P-38 Lightning) or P-40's (Airplanes 1 - Curtiss P-40 Warhawk). The Air Sortie cards are set aside and not used in this mission.
- Even if Air Rules are not used, the Allied player may still call in Air Strikes (Actions 3 - Air Strikes & Blitz).
06 - Martinville Ridge
Setup order: 1 x8; 2 x3; 3 x10; 4 x11; 5 x5; 6 x1; 7 x1; 8 x2; 9 x7.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [United States]: Take 5 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- The marked hex in Saint-Lô and the ridge beside Martinville are Temporary Medal Objectives for the Allied forces.
- Hill 122 is a Temporary Medal Objective for Axis forces.
Special Rules
- All Axis infantry are Fallschirmjäger (Troops 2 - Specialized Units). Badges are not required.
- Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle the other one in the deck, at game start.
Taking Caen
Operation Charnwood, Operation Atlantic - July 8 to July 18, 1944.
Allied campaign sheet quote, from General Montgomery: "Right, now comes the time to take Caen. If we're ever to fully break out of this bridgehead there is no way around it, you must strike at Caen head on. Fight through the objective!"
Axis campaign sheet quote, from Generalfeldmarschall Von Kluge: "I'm sure you know how vital Caen is. This crossroad is the key to the Allies breaking out of their bridgehead and into the open grounds of France. We cannot allow their armor to break into the open or their sheer numbers will overwhelm us. Delay the Allies as long as possible. And remember, our reserves are sparse."
Allied campaign sheet: Start with 3 Reserve Tokens.
Axis campaign sheet: Start with 1 Reserve Token.
Objective Track (Allies): objectives none, 1, 2, 3 = points -1, 0, 1, 2.
Campaign flow
- Drive on Caen (p.30)
- Special (Allies): If you hold a Caen objective hex at the end of the battle, roll an additional die for the next Victory Events Roll.
- Allies win: "Excellent! We can finally get on with taking Caen. Keep pushing and don't let Jerry regain his feet." Play Night Withdrawal next.
- Axis win: "The OKW and the Führer were very impressed with your delaying tactics. Unfortunately our hold on Caen is no longer tenable. Do not lose heart; we aren't giving up the whole city. Make plans for a night withdrawal." Play Night Withdrawal next.
- Night Withdrawal (p.31)
- Special (Axis): You may not make a Reserve roll this battle.
- Special (Axis): If you exit any units as per the Victory Conditions, take 1 Reserve Token.
- Allies win: "Tell your lads they did a remarkable thing today! Kluge thought he could get away clean but you showed him we're made of sterner stuff, and netted us quite a few of the enemy in the process. They won't have any teeth left to bite us. Now is the time to push through Caen." Play Pushing Through Caen next.
- Axis win: "What do you mean you want reserves? We are withdrawing, not reinforcing. Get your forces across the Orne!" "Well executed. There are your reserves." "Textbook, Herr General! We can make a better stand here. They will no doubt keep coming but we can keep holding out. The longer they are delayed... well... just get ready for the next Allied push." Play Pushing Through Caen next.
- Pushing Through Caen (p.32)
- Allies win: "Well done! Caen is now behind us and we can get out into tank country. We can finally start using our numerical superiority to our advantage." END CAMPAIGN.
- Axis win: "You made the Allies fight hard for the ground they gained. Good! They will think twice before trying to advance so swiftly again." END CAMPAIGN.
07 - Drive on Caen
Setup order: 1 x9; 2 x6; 3 x2; 4 x5; 5 x6.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Canada & Great Britain]: Take 5 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- Two town hexes in Caen are Temporary Medal Objectives for the Allied forces.
Special Rules
- Place a badge on the German Panzer Grenadier unit defending Caen (Troops 2 - Specialized Units).
- Special Weapon Asset rules (SWAs 1 - Special Weapon Assets) are in effect for the units equipped with Anti-Tank weapons (SWAs 2 - Anti-Tank Gun).
08 - Night Withdrawal
Setup order: 1 x9; 2 x2; 3 x1; 4 x9; 5 x5; 6 x1; 7 x1.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Canada]: Take 4 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- The hex with an Exit marker on the Axis player's baseline is an Exit hex for the Axis forces (not for the Allied forces)!
Special Rules
- Night Fall: The German player benefits from Night Attacks conditions (Actions 19 - Night Attacks). Use the Night Visibility chart in reverse.
- If you do not own the Pacific Theater or Air Pack expansion, use a 6-sided die. Place the 6 face up, to indicate an initial visibility of 6 hexes. At the start of each turn, the Axis player rolls 4 Battle dice to see if the visibility changes. For each star rolled, reduce the visibility range by 1, turning the 6-sided die on its appropriate side to reflect the reduced visibility.
09 - Pushing Through Caen
Setup order: 1 x9; 2 x3; 3 x12; 4 x9; 5 x1; 6 x3; 7 x2.
Briefing
- Axis Player [Germany]: Take 4 Command cards.
- Allied Player [Canada]: Take 6 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- Verrières Ridge is a Temporary Medal Objective for the Allied forces.
- Colombelles is a Temporary Majority Medal Objective for the Allied forces.
Special Rules
- Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle the other one in the deck, at game start.
Early Falaise
Operation Bluecoat, Falaise Gap - July 31 to August 22, 1944.
Allied campaign sheet quote, from General Montgomery: "Operation Bluecoat is our chance to advance to Falaise and finally destroy the German 7th Army. If you press hard, I have no doubt that we will bring an early end to the fighting here in Normandy."
Axis campaign sheet quote, from Generalfeldmarschall Von Rundstedt: "Herr General, wake up! The Allies are pushing on toward Falaise sooner than we expected! We didn't have much warning, so there aren't many reserves, but the Führer wants us to hold at all costs. Do what you can..."
Allied campaign sheet: Start with 3 Reserve Tokens.
Axis campaign sheet: Start with 1 Reserve Token.
Objective Track (Allies): objectives none, 1, 2, 3, 4 = points -1, 0, 1, 1, 2.
Campaign flow
- Saint-Martin and Bull Bridge (p.36)
- Special (Allies): If you hold an objective hex at the end of the battle, roll an additional die for the next Victory Event Roll for each objective held. (Allied sheet flavour: "Critical, old man, critical! This bodes well for the fighting to come.")
- Special (Axis): If you prevent the Allies from taking any objectives, the Allied player may only roll 1 die in the next battle's Reserve Roll. (Axis sheet flavour: "The British won't be able to get much by way of reinforcements through here. You may have just secured our victory in the next battle.")
- Allies win: "Hurry lads, while they're off balance! A strong push now will gain us the critical heights at Mont Pinçon. Make for that hill!" Play Mont Pinçon next.
- Axis win: "With such limited resources, you achieved a truly remarkable victory! Although the Allies can still advance, OKW believes they will be much more timid. Now, your next task is to prevent them from gaining the heights at Mont Pinçon." Play Mont Pinçon next.
- Mont Pinçon (p.37)
- Allies win (Allied sheet): "Brilliant! Your ability to take the initiative has brought us an unexpected opportunity. Make for Falaise and we can finally capture the remnants of the 7th Army!" Play Closing the Gap next.
- Axis win (Axis sheet): "You proved there is still reason to fear the Wehrmacht! They cannot get to us from this avenue. They will have to try another way now." END CAMPAIGN.
- If you win the Campaign after Mont Pinçon (Allies): "This hill turned out to be a tough objective but we got Jerry on the run and I have another plan to put an end to the fighting here now. Your efforts are to be commended, well done!" GRAND CAMPAIGN - move on to Falaise.
- If you win the Campaign after Mont Pinçon (Axis): "So much for another of Montgomery's plans. You stopped his operation in its tracks. Hitler is quite pleased with your recent performance, Herr General, and might be willing to overlook your previous shortcomings if you can keep up with successes like this. Look sharp though, they will no doubt try with the Canadians again. I have plans to make..." GRAND CAMPAIGN - move on to .
10 - Saint-Martin and Bull Bridge
Setup order: 1 x1; 2 x5; 3 x1; 4 x6; 5 x3; 6 x9; 7 x1; 8 x2; 9 x5.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Great Britain]: Take 5 Command cards.
Conditions of Victory
- 5 Medals.
- Saint-Martin and Bull Bridge are both Temporary Medal Objectives for the Allied forces.
Special Rules
- Place a badge on the Allied Special Forces, which are the 2nd Household Cavalry in armored cars (Troops 2 - Specialized Units).
- 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 optional: If used, give the Allied player one Air Sortie card and shuffle the other one in the deck, at game start.
11 - Mont Pinçon
Setup order: 1 x15; 2 x15; 3 x2; 4 x5; 5 x6.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Great Britain]: Take 5 Command cards. You move first.
Conditions of Victory
- 6 Medals.
- The 6 hexes of Mont Pinçon form a single Temporary Medal Objective for both the Allies and the Axis. The Axis hold the Medal unless any Objective hex is occupied by an Allied unit. If any Objective hex is occupied by an Allied unit, the Allies get the Objective Medal.
Special Rules
- The 6 Hill hexes labeled with the Allied Objective medals form Mont Pinçon. They are considered Steep Hills (Terrain 13 - Steep Hills).
- Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle the other one in the deck, at game start.
Scenario 14, Closing the Gap, is the same scenario printed on the Falaise campaign sheet; it is transcribed once, in the Falaise section below.
Falaise
Operation Totalize, Operation Tractable, Falaise Gap - August 7 to August 22, 1944.
Allied campaign sheet quote, from General Montgomery: "This is it! We have a plan that will strike at the heart of Jerry's presence in Normandy. We've had them on the run and now it's the time to catch them. Let's get to it, lads."
Axis campaign sheet quote, from Generalfeldmarschall Von Kluge: "Although the Allies are relentless, they can't bleed forever. Continue to delay them, Herr General. We must make plans to get our forces out in good order. Reserves are at a premium, so don't take any chances."
Allied campaign sheet: Start with 2 Reserve Tokens.
Axis campaign sheet: Start with 1 Reserve Token.
Objective Track (Allies): objectives none, 1, 2, 3, 4 = points -1, 0, 1, 1, 2.
Campaign flow
- Wittmann's Final Battle (p.40)
- Special (Axis): If you prevent the Allies from taking any objectives, the Allied player may only roll 1 die in the next battle's Reserve Roll. (Axis sheet flavour: "Hauptsturmführer Wittmann's sacrifice shall not go un-heeded! For the glory of the fatherland!")
- Allies win: "I have reports that Wittman, the Nazi tank ace, has just been knocked out. That will demoralize Jerry! On another note, we finally have the opportunity we were looking for. Speed on to Falaise and we can catch the whole German 7th Army." Play Opportunity at Falaise next.
- Axis win: "Alas our victory is sullied. I have reports that Hauptsturmführer Wittmann has fallen. I fear this doesn't bode well for us. Unfortunately we cannot honor him properly; the Allies are trying to trap us. Ensure they do not take Falaise." Play Opportunity at Falaise next.
- Opportunity at Falaise (p.41)
- Special (Allies): If you earn the Medal from taking Falaise as per the Victory Conditions, END CAMPAIGN immediately! Otherwise, give each player 1 Reserve Token and play Closing the Gap next.
- Special (Axis): If the Allies earn the medal from taking Falaise as per the Victory Conditions, END CAMPAIGN immediately! Otherwise, give each player 1 Reserve Token and play Closing the Gap next.
- Allies win: "While not an early ending we still have a chance at catching Jerry. The yanks are coming up from the south, and with the 11th breaking through, we just need to close the gap to trap this pocket. I'm counting on you to seal in the 7th Army tighter than a tent flap in a Sahara sandstorm." Play Closing the Gap next.
- Axis win: "You just bought us precious time! The Allies are closing in now; there can be no doubt about that. But with the time you gave us, if we move in haste, we may yet escape the noose. Get your forces out through the gap right now!" Play Closing the Gap next.
- If you win the Campaign after Opportunity at Falaise (Allies): "Outstanding! I didn't think it was possible but your swift drive has brought the whole German 7th army to its knees! This will not only save thousands of lives but will no doubt bring an early conclusion to the war. The king wants an audience... a lordship, I hear!" END GRAND CAMPAIGN.
12 - Wittmann's Final Battle
Setup order: 1 x6; 2 x3; 3 x2; 4 x5; 5 x2; 6 x7.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Canada]: Take 5 Command cards. You move first.
Conditions of Victory
- 6 Medals.
- Hill 195 and Potigny are Temporary Medal Objectives for the Allied forces.
Special Rules
- Night Attack rules are in effect (Actions 19 - Night Attacks). If you do not own the Pacific Theater or Air Pack expansion, use a 6-sided die. Place the 1 face up, to indicate an initial visibility of 1 hex. At the start of each turn, the Allied player rolls 4 Battle dice to see if the visibility changes. For each star rolled, increase the visibility range by 1, turning the 6-sided die on its appropriate side to reflect the actual visibility.
- Special Weapon Asset rules (SWAs 1 - Special Weapon Assets) are in effect for the units equipped with Anti-Tank weapons (SWAs 2 - Anti-Tank Gun).
- Place a badge on Michael Wittmann's elite tank unit (Troops 2 - Specialized Units). Moreover, thanks to Wittmann's presence, this unit may ignore the first flag rolled against it.
- Place a badge on Allied Mechanized Infantry units (Kangaroos) (Troops 2 - Specialized units).
- Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle the other one in the deck, at game start.
13 - Opportunity at Falaise
Setup order: 1 x4; 2 x5; 3 x7; 4 x6; 5 x4; 6 x1; 7 x1; 8 x2.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Canada]: Take 5 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- The town hexes of Falaise are a Temporary Medal Objective for the Allied forces. Control of both hexes awards the Allied player one Medal.
Special Rules
- The Laizon river is fordable (Terrain 41 - Fords & Fordable Rivers).
- Place a badge on the Allied mechanized Infantry units (Kangaroos) (Troops 2 - Specialized Units).
- Place a badge on the German elite infantry unit (Troops 2 - Specialized Units).
- Special Weapon Asset rules (SWAs 1 - Special Weapon Assets) are in effect for the units equipped with Anti-Tank weapons (SWAs 2 - Anti-Tank Gun).
- The Allies may place a Smoke Screen (Actions 21 - Smoke Screen) before their first turn.
- Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle the other one in the deck, at game start.
14 - Closing the Gap
Setup order: 1 x12; 2 x5; 3 x12; 4 x9; 5 x3; 6 x1; 7 x2.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Canada, France, Great Britain, Poland & United States]: Take 5 Command cards.
Conditions of Victory
- 6 Medals.
- Escape: Exit markers are in effect across the entire Allied baseline, for Axis forces.
- The town of Moisy is a Temporary Medal Objective for the Allied forces.
Special Rules
- Closing the gap / Rescue attempt: Each side may order up to 2 armor units into battle as Armor Breakthroughs (Actions 22 - Armor Breakthrough). Axis armor units that breakthrough are Elite armor units (Troops 2 - Specialized Units). They cannot escape through any of the Exit hexes. Place a badge on them to remember.
- Place a badge on the German elite Panzer Grenadier infantry units (Troops 2 - Specialized Units).
- Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle the other one in the deck, at game start.
Grand Campaign Scores (Normandy)
The Grand Campaign Scores sheet has a row for each Normandy campaign (Flanking Caen, The Breakout, Taking Caen, Early Falaise, Falaise), with boxes for each side's Victory Points and Grand Campaign Points. The Grand Campaign points are those given under Victory above.
Unternehmen Fall Gelb
Fall Gelb: May-June 1940
The historical overview printed at the start of the Fall Gelb section is omitted as flavour.
Fall Gelb Campaign Notes
Fall Gelb campaigns can be played as individual campaigns or they can be played together by following the Grand Campaign instructions. The following notes apply to all Fall Gelb campaigns unless stated otherwise.
Each branch is usually 4 scenarios in length, though under exceptional circumstances The Crossing of the Meuse may be 2 or 5 scenarios in length.
Blitzkrieg
Blitz rules (Actions 15 - Blitz Rules) are in effect in all of the scenarios of the campaigns.
German Air Supremacy
The Allied player may not play any Air Sortie or Air Power card. This rule applies for all of the scenarios of the campaigns.
Special Reserve Rolls
Reserve rolls are carried out as explained in the core campaign rules, except for these special rolls:
Allies & Axis
- FLAG + STAR: You may place a wire, a hedgehog or road blocks (only on a road hex) in a hex adjacent to one of your units, at no Reserve Token cost.
- STAR + STAR: Take one of the following elements:
- Elite infantry unit
- Elite tank unit
- Air Sortie / Air Power token
- Anti-Aircraft Guns*
*Anti-Aircraft Guns are not represented on the battlefield. Yet they are a permanent threat for enemy airplanes, particularly around the towns. If Anti-Aircraft Guns have been installed you roll one additional Air Check die against your opponent's airplane if the airplane is adjacent to a town hex that is occupied by one of your units.
Note: Units or tokens obtained thanks to a STAR + STAR result are free: you receive them at no Reserve Token cost!
Special Objective Tracks
Panzer Track
Historically, the speed of the German assault was key in winning the western campaign. Such an operation would have been impossible without the Panzers.
It is in the Allied forces' best interest to destroy enemy Panzer units. When playing a campaign with a Panzer Track, report every German armor unit destroyed in that track. When you finish the campaign, refer to the Panzer Track to know how many Victory Points you have earned destroying Panzer units.
| Panzer units destroyed | 0-3 | 4-6 | 7-9 | 10+ |
|---|---|---|---|---|
| Points | 0 | 1 | 2 | 3 |
Example (The Diversion): The Allied player managed to destroy 6 Panzer units. As a consequence, he received 1 additional Victory Point.
Heavy Tank Track
Allied forces had mighty tanks too: when B1-bis or other heavy tanks were on the battlefield, German soldiers were terrified. It was necessary for them to destroy those units before going forward.
It is in the Axis forces' best interests to destroy enemy heavy tank units. When playing a campaign with a Heavy Tank Track, report every Allied armor unit destroyed in that track. When you finish the campaign, refer to the Heavy Tank Track to know how many Victory Points you earned destroying heavy tank units.
| Heavy units destroyed | 0-2 | 1 | 2-3 | 4+ |
|---|---|---|---|---|
| Points | 0 | 1 | 2 | 3 |
Example (The Sickle-Cut): The Axis player managed to destroy 4 Heavy Tank units. As a consequence, he receives 2 additional Victory Points.
Note: The Heavy Tank Track table above is the one printed in the Fall Gelb notes. The Sickle-Cut campaign sheet prints its own Heavy Tank Track (heavy units destroyed 0-2 = 0 points, 3 = 1 point, 4+ = 2 points), and the Sickle-Cut example agrees with that sheet. Both are transcribed as printed; the campaign's own sheet governs that campaign.
Fall Gelb Grand Campaign Rules
Strategic Reserve Pool: Use the information provided on each Campaign Sheet, at the beginning of each campaign.
Grand Campaign Progression
Start with the scenario Bodange (p.44) and then play the different Fall Gelb campaigns in this order:
- Airborne Operation: If the Axis player loses Airborne Operation, the roads are not secured for the Panzers. This will considerably delay the arrival of armor reinforcements. As a consequence, the Axis player may not call up armor units as reserves for the rest of the Grand Campaign!
- The Diversion: The winner of The Diversion decides which campaign to play next.
- The Sickle-Cut or The Crossing of the Meuse: After the third campaign, if required, play the scenario Dunkirk to finish the Grand Campaign.
Victory
Determine the Victory Level (see campaign rules) for each of the 3 Fall Gelb branch campaigns in the usual way. Victory in a branch campaign is worth Grand Campaign Points as follows:
- Campaign Tie: 0 pt.
- Minor Victory: 1 pt.
- Major Victory: 2 pts.
- Decisive Victory: 3 pts.
Once completed, add up all of the Grand Campaign points. The player with the most Grand Campaign Points wins. If both players are tied, add up all of the campaign scores: the player with the most Victory points wins.
Optional Rule: "What if?" events
This optional rule adds historical elements to your grand campaign. If both players agree, roll 1 die each just before the third campaign; either The Sickle-Cut or The Crossing of the Meuse. Read off the results as per the following list:
| Die face | Allies | Axis |
|---|---|---|
| Infantry | Congestion in the Ardennes | Italians attack in France |
| Armor | De Gaulle's ideas | Refugees |
| Star | RAF squadrons | Luftwaffe's Air Strikes |
| Flag | Refugees | Congestion in the Ardennes |
| Grenade | Italians attack in France | De Gaulle's ideas |
Note: Some events, while rolled by one player, may favor his opponent! If both players roll the same event, its effect (in favor of one side) is only applied once, not twice.
The events have the following effects:
- Congestion in the Ardennes: The small roads of the Ardennes prevent a rapid advance. Some Panzer units are considerably delayed. Remove one Panzer unit in Bouvignes or Bouillon, depending on which campaign is played.
- De Gaulle's ideas: Colonel De Gaulle suggests new tactics for armor units. In all of the next scenarios, an Allied armor unit that is next to another friendly armor unit may ignore the first flag rolled against it. This effect is not cumulative with other terrain features that allow a flag to be ignored.
- Italians attack in France: Germany's ally, Italy, attacks Southern France. Being forced to cope with this new threat, the French have to divide their forces. Remove one Reserve Token from the Allied Pool.
- Refugees: Hundreds of refugees flee on the roads before the German advance. The streams of men and women delay the Allied forces that try to get to the front. The Allied player may not call up infantry units as reserves for the next campaign.
- RAF squadrons: The British send their pilots to fight the Luftwaffe over the low country! At the beginning of all the next scenarios (except for Dunkirk), an Air Sortie / Air Power token is given to the Allied player in addition to any card provided by the scenarios. He may not use any Air Sortie or Air Power card because of the German Air Supremacy rule, but he is allowed to use those tokens instead.
- Luftwaffe's Air Strikes: German airplanes support the ground attack. At the beginning of all the next scenarios (except for Dunkirk), an Air Sortie / Air Power token is given to the Axis player in addition to any card provided by the scenarios.
Bodange
Introductory scenario - Fall Gelb grand campaign only.
15 - Bodange (May 10, 1940)
Setup order: 1 x1; 2 x1; 3 x1; 4 x6; 5 x1; 6 x4; 7 x4; 8 x9; 9 x15; 10 x9; 11 x4; 12 x1; 13 x2; 14 x1; 15 x6; 16 x7.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Belgium]: Take 4 Command cards.
Conditions of Victory
- 5 Medals.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- All Allied infantry units are elite units (Troops 2 - Specialized Units). Badges are not required.
- Cointet-elements are anti-tank obstacles (Terrain 5 - Hedgehogs).
- Place a roadblock on the road (Terrain 40 - Roadblocks).
- The river can only be crossed on the bridge (Terrain 9 - Bridges) and on the fords (Terrain 41 - Fords and Fordable rivers).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
Airborne Operation
Fall Gelb - May 10 to May 15, 1940.
Allied campaign sheet quote, from General Gamelin: "It is as we feared... the Germans are attacking! According to our reports, German paratroopers were dropped on several places in Belgium and in the Netherlands. Our national territory is severely threatened by Hitler's aggression. We have to resist at all costs to help our allies and protect our country. Right now, the Belgians are fighting the enemy and we must assist them..."
Axis campaign sheet quote, from General Walther von Brauchitsch: "To prepare for our Western offensive, we have planned a large-scale airborne operation. The objective is to take and secure key points along the planned advance of our Panzer Divisions. Our Fallschirmjäger will be dropped into Belgium and the Netherlands. They will be the first stage of our onslaught on the Western front! In Belgium, our first objective is to take the fort Eben-Emael. You will be glad to know the Führer has devised a surprise for the impregnable fortress."
Allied campaign sheet: Start with 2 Reserve Tokens.
Axis campaign sheet: Start with 3 Reserve Tokens.
Objective Track (Allies): objectives none, 1, 2, 3, 4, 5, 6, 7 = points -2, -1, 0, 1, 2, 3, 3, 4.
Objective Track (Axis): objectives none, 1, 2, 3, 4, 5, 6 = points 0, 0, 1, 1, 2, 2, 3.
Campaign flow
- Fort Eben-Emaël (p.50)
- Allies win: "Being aware of the danger, your men have time to warn their allies, who prepare for battle and call reinforcements." For the next scenario, you will get one bonus infantry unit. Place this unit adjacent to any friendly unit. Play Unternehmen Niwi next.
- Axis win: "You have struck a severe blow to the enemy." For the next Victory Event Roll, in addition to the normal die result, you can remove one infantry figure from one of your opponent's infantry units. Play Unternehmen Niwi next.
- Unternehmen Niwi (p.51)
- Allies win: "Your resistance has given time for HQ to coordinate defenses and they send reinforcements." Add one Reserve Token to your Strategic Reserve Pool. Play Valkenburg Airfield next.
- Axis win: "Your onslaught has given time for HQ to coordinate the offensive and they are able to send additional reinforcements." Add one Reserve Token to your Strategic Reserve Pool. Play Valkenburg Airfield next.
- Valkenburg Airfield (p.52)
- Allies win: "For once you have the advantage." In the next scenario you may take two turns before the Germans take their first turn. Play Moerdijk Bridges next.
- Axis win: "Good work! Your paratroopers hold the airfield. All Fallschirmjäger are proud of this victory!" For the next scenario, use the following special rule: Any German infantry unit adjacent to at least two other friendly infantry units may ignore the first flag. This bonus is not cumulative with other effects that ignore flags. Play Moerdijk Bridges next.
- Moerdijk Bridges (p.53)
16 - Fort Eben-Emaël (May 10, 1940)
Setup order: 1 x4; 2 x1; 3 x6; 4 x14; 5 x12; 6 x14; 7 x2; 8 x4; 9 x4; 10 x2; 11 x5.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Belgium]: Take 5 Command cards.
Conditions of Victory
- Axis Player: 6 Medals.
- Each destroyed turret is a Permanent Medal Objective for the Axis forces.
- Allied Player: 5 Medals.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- All German units are sappers (Troops 4 - Combat Engineers). Badges are not required.
- The bunkers (Terrain 2 - Bunkers) represent the turrets of the fortress.
- Each turret may be sabotaged (Actions 6 - Sabotage). If one Star is rolled, the turret is destroyed. Remove the bunker from the board.
- The hills represent the high walls of the fortress. They are impassable from outside but are the same as ground level from inside.
- The canal is impassable.
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
17 - Unternehmen Niwi (May 10, 1940)
Setup order: 1 x26; 2 x8; 3 x8; 4 x1; 5 x3; 6 x3.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Belgium & France]: Take 5 Command cards.
Conditions of Victory
- 5 Medals.
- Léglise, Nives and Witry are Temporary Medal Objectives for the Allied forces.
- The hex "To Neufchâteau" on the Allied player's baseline is an Exit hex for the Axis armored units.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- The Allied armor units with only one figure are Belgian T-13 or T-15 tanks, which fought with the Chasseurs Ardennais (Troops 22 - Depleted units, as printed). If the three units are destroyed, the Axis player gets one Medal.
- The Allied units with a badge are French units that came into Belgium as per the Dyle plan. They fight as normal units.
- As soon as 3 Allied units are eliminated, the Axis player may call in armor reinforcements (Actions 22 - Armor Breakthrough). An armor unit may arrive on the hex "To Hollange" and another one on the hex "To Bodange". These units represent the first armor units that cross the Ardennes.
- Air Rules are optional: If used, the Axis player can call in Air Strikes (Actions 3 - Air Strikes & Blitz). The Air Sortie cards are set aside and not used in this mission. The Air Power card cannot be used by the Allied player: if he draws it, he must discard it and draw another card instead.
18 - Valkenburg Airfield (May 10-15, 1940)
Setup order: 1 x2; 2 x1; 3 x9; 4 x3; 5 x6; 6 x13; 7 x2; 8 x1; 9 x1.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Netherlands]: Take 5 Command cards.
Conditions of Victory
- 6 Medals.
- The main hex of the Airfield is a Temporary Medal Objective for the Allied forces.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- All German troops are either paratroopers or assault infantry units (Troops 2 - Specialized Units). Badges are not required.
- Air rules are optional: If used, give the Axis player one Air Sortie card and shuffle the other one in the deck, at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
19 - Moerdijk Bridges (May 10, 1944 as printed)
Setup order: 1 x10; 2 x2; 3 x8; 4 x12; 5 x11; 6 x1; 7 x4; 8 x1; 9 x3; 10 x4.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Netherlands]: Take 5 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- Any bridge marked with a Star token that is blown up is one Permanent Medal Objective for the Allied player.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- A Dutch infantry unit that is adjacent to a bridge marked with a Star token may attempt to blow it up (Actions 2 - Blowing up bridges). Only use option 2.
- All German units are paratroopers (Troops 2 - Specialized Units). Badges are not required.
- As soon as 3 Allied units are eliminated, the Axis player may call in armor reinforcements (Actions 22 - Armor Breakthrough). A single armor unit may arrive on the hex "To Breda". This unit represents the recon vehicles of the 9th Panzer Division.
- The marshes (Terrain 28 - Marshes) represent the river Holland Diep, which is very broad and impassable (except over the bridges).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
The Diversion
Fall Gelb - May 13 to May 25, 1940.
Allied campaign sheet quote, from General Gamelin: "Reports show that the Germans are attacking in Belgium, exactly as they did in 1914. We have to concentrate our troops in this area to face the attack. Tell the English to send the British Expeditionary Force to Belgium and send our best elements to face the attack. Our Cavalry Corps will move toward the Ourthe River to cover the 1st Army. General Prioux, you must delay the enemy for four days. I'm sure that will be enough time for our reinforcements to arrive."
Axis campaign sheet quote, from General Walther von Brauchitsch: "Our Panzer Divisions are now crossing the Ardennes. General Von Bock, your mission is to launch a diversionary operation in Belgium, along the line everyone expects us to attack. We must draw the majority of Belgian, French and British forces away from our main thrust. If they fall into the trap, the fate of France will soon be decided."
Allied campaign sheet: Start with 2 Reserve Tokens.
Axis campaign sheet: Start with 3 Reserve Tokens.
Objective Track (Axis): objectives none, 1 = points 0, 1. (The Allied objective track is not printed on this campaign's sheet.)
The Panzer Track (see Special Objective Tracks in the Fall Gelb notes) applies to this campaign.
Campaign flow
- Battle of Hannut-Merdorp (p.56)
- Allies win: "Even though you suffered heavy losses, the enemy advance has been delayed. As a result, your HQ has time to send reinforcements." Add one Reserve Token to your Strategic Reserve Pool. "Mon général, the Germans are making for Gembloux. They are about to engage our armies there. They are behaving just as expected. It's wonderful!" Play Resistance in Gembloux next.
- Axis win: "Your advance cannot be stopped!" For the next scenario, move all the infantry units that are on your baseline one hex forward. "Herr General, our flank is secure and the 6th Army can now attack the French that are deploying their forces in our path. The diversion is working but we must keep the pressure on. Do not give them time to dig in. Attack now!" Play Resistance in Gembloux next.
- Resistance in Gembloux (p.57)
- Allies win: "Even though your own army is forced to fall back, your fierce resistance allows your forces to dig in and prepare another line of defense." Before the next scenario, you may draw 1 minefield and place it on the bridge on the Dyle. "Yes, mon général, we stopped them in Gembloux, but our troops suffered heavy losses. Right now the 2nd DINA, dug-in along the Dyle, is being shelled by enemy artillery." Play Dug in behind the Dyle next.
- Axis win: "Even though you lost a lot of Panzers, the damage inflicted on your armor units could have been much worse." For the next Reserve Roll, you may replace one of the symbols with a tank. For example, if you obtain a star + a flag, you may replace the flag with a tank and call up an elite armor unit. "Your Panzers have suffered heavy damage, Herr General. However, you must keep attacking. The French are fortifying the river Dyle and still don't realize that they have fallen into a trap. If we back off now, they will recognize our attack for the diversion it was." Play Dug in behind the Dyle next.
- Dug in behind the Dyle (p.58)
- Allies win: "Your men held their positions, but the line has been broken in the south and you are forced to retreat. However, the enemy did not expect to encounter such stiff resistance." "Mon général, the frontline has been broken! Our armies in Belgium are in full retreat. The Belgian Chasseurs Ardennais have set up a last line of defense along the river Lys in order to protect the evacuation of the troops in Dunkirk." Play next.
20 - Battle of Hannut-Merdorp (May 13, 1940)
Setup order: 1 x8; 2 x2; 3 x14; 4 x6; 5 x6.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [France]: Take 4 Command cards.
Conditions of Victory
- 6 Medals.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- French Infantry units are all motorized and well-equipped (GDRI - Infantry Division Recon Group). They are specialized units (Troops 2 - Specialized Units). Badges are not required.
- Air Rules are optional: If used, shuffle the two Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
21 - Resistance in Gembloux (May 15, 1940)
Setup order: 1 x1; 2 x1; 3 x10; 4 x1; 5 x9; 6 x3; 7 x6; 8 x11; 9 x1; 10 x3; 11 x7; 12 x11.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 5 Command cards.
Conditions of Victory
- 7 Medals.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- The anti-tank obstacles are Cointet-elements which were installed by the Belgians (Terrain 5 - Hedgehogs).
- Special Weapon Asset rules (SWAs 1 - Special Weapon Assets) are in effect for the unit equipped with an Anti-Tank weapon (SWAs 2 - Anti-Tank Gun).
- Air rules are in effect: Give the Axis player one Air Sortie card and shuffle the other one in the deck, at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
22 - Dug-in behind the Dyle (May 15, 1940)
Setup order: 1 x1; 2 x5; 3 x8; 4 x7; 5 x18; 6 x10; 7 x3; 8 x1; 9 x8.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 5 Command cards.
Conditions of Victory
- 5 Medals.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- The Dyle is impassable, except over the bridges and on the fords (Terrain 41 - Fords & Fordable Rivers).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
23 - Battle of the Lys (May 25-27, 1940)
Setup order: 1 x9; 2 x2; 3 x4; 4 x9; 5 x8; 6 x1; 7 x1; 8 x1.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [Belgium]: Take 5 Command cards.
Conditions of Victory
- 6 Medals.
- The town hex of Vinkt is a Temporary Medal Objective for the Axis Player.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- All Allied infantry units are elite units (Troops 2 - Specialized Units). Badges are not required.
- The armor unit with two figures represents the T-13 tanks of the Chasseurs Ardennais (Troops 22 - Depleted Units, as printed).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
The Sickle-Cut
Fall Gelb - May 13 to May 25, 1940.
Allied campaign sheet quote, from General Gamelin: "General Blanchard, between you and me, I doubt the Germans will try to cross the Ardennes with their Panzers. We both know that it is impossible. However, I allocated you some units, just to be sure. They are not our best units - we kept those for the attack in Belgium - but it does not matter. Take position along the Meuse: if, against all odds, the Germans attack in this area, they will have to cross the river and even this force will be able to stop them along that line."
Axis campaign sheet quote, from General Walther von Brauchitsch: "Herr General Rommel, you will lead your Panzer Division through the Ardennes, cross the Meuse River and surprise the French that defend this area. The French High Command is convinced that our Panzers cannot cross the Ardennes; you will prove them wrong. The success of the battle of France depends on this operation, and Hitler trusts you. Crush French lines of defense and then rush towards the sea to split the enemy forces in half."
Allied campaign sheet: Start with 2 Reserve Tokens.
Axis campaign sheet: Start with 3 Reserve Tokens.
Objective Track (Axis): objectives none, 1, 2 = points 0, 1, 2.
Special Objective Track (Axis, Heavy Tank Track): heavy units destroyed 0-2 = 0 points; 3 = 1 point; 4+ = 2 points. (See the note on the Heavy Tank Track in the Fall Gelb notes.)
Special Objective Track (Allied, Panzer Track): Panzer units destroyed 0-4 = 0 points; 5-7 = 1 point; 8-10 = 2 points; 11+ = 3 points. (This Panzer Track differs from the one in the Fall Gelb notes; each sheet prints its own track.)
Campaign flow
- Bouvignes Bridgehead (p.62)
- Allies win: "Despite your efforts to contain the Axis onslaught, you are forced to fall back. However, your victory has temporarily thwarted the enemy advance." In the next scenario, you move first. "Mon général, the 1er DLR is going to confront the enemy in the region of Flavion. Our armor units have to re-supply before attacking. Let's hope they're ready in time!" Play Battle of Flavion next.
- Axis win: "Your tanks stream across the Meuse and into enemy territory. After this initial engagement, you have a sense of your enemy's abilities and your men can more effectively fight them." In the next scenario, after rolling for reserves, choose one of your armor units and make it into an elite unit with 4 figures. "Herr General, the scouts report that enemy armor units are ahead of us. Attack them immediately with our 5th and 7th Panzer Divisions. We can't let anything slow us down!" Play Battle of Flavion next.
- Battle of Flavion (p.63)
- Allies win: "Your units' sacrifice did not stop the enemy advance, but you depleted their Panzer strength." For the next Victory Event Roll, you may replace one of your symbols with a tank, increasing the chances that your opponent must remove one tank figure from one of his armor units. "Mon général, we know that the 7th 'Ghost' division was near Maroilles and Landrecies yesterday in the evening, but it is impossible to say where it is this morning." Play Defense of Le Cateau next.
- Axis win: "Nothing can stop your Panzers!" For the next Reserve Roll, you may replace one symbol with a tank symbol. For example, if you obtain a star + a flag, you may replace the flag with a tank and call up an elite armor unit. "Herr General, I'm pleased to hear that your 7th 'Ghost' Panzer Division keeps advancing. Intelligence shows that the French have set up a new line of defense on the river Sambre. This line must not stop our advance!" Play Defense of Le Cateau next.
- Defense of Le Cateau (p.64)
- Allies win: "Nobody is expected to do the impossible. Your men fought valiantly but there was nothing they could do. However, your men have faith in you and they would rather die than surrender!" "Mon général, the English are being evacuated by the Royal Navy in Dunkirk while our troops hold a defensive perimeter the best they can. Mixed units are defending weak positions and have no hope of rescue." Play next.
24 - Bouvignes Bridgehead (May 13-14, 1940)
Setup order: 1 x2; 2 x1; 3 x6; 4 x9; 5 x9; 6 x12; 7 x7; 8 x2; 9 x6.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 5 Command cards.
Conditions of Victory
- 6 Medals.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- The two bridges on Houx Island are locks. Only infantry units can use them to cross the river.
- All German infantry units have rafts that they can use to cross the Meuse (Actions 5 - Collapsible Rafts & Boats).
- The Axis player can build pontoon bridges (Terrain 33 - Pontoon bridges) as soon as an Axis unit occupies the west hex of Dinant.
- The hills west of the river are played as cliffs (Terrain 11 - Cliffs & Sea Bluffs) from the riverside and as normal hills from every other side.
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
25 - Battle of Flavion (May 15, 1940)
Setup order: 1 x5; 2 x20.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 4 Command cards.
Conditions of Victory
- 5 Medals.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- Place a badge on the French elite tank units (Troops 2 - Specialized Units).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
26 - Defense of Le Cateau (May 19, 1940)
Setup order: 1 x7; 2 x11; 3 x9; 4 x17; 5 x4; 6 x1; 7 x4.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 5 Command cards.
Conditions of Victory
- Axis Player: 5 Medals. One medal must be the Temporary Medal Objective of Le Cateau.
- Allied Player: 6 Medals.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- Place a badge on the French elite tank unit (Troops 2 - Specialized Units).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
27 - Assault on the Wattenberg (May 25, 1940)
Setup order: 1 x1; 2 x1; 3 x14; 4 x15; 5 x8; 6 x2; 7 x7; 8 x1; 9 x4; 10 x1; 11 x1; 12 x2; 13 x1; 14 x3; 15 x10.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 4 Command cards.
Conditions of Victory
- Axis Player: 6 Medals. One medal must be the Temporary Medal Objective of Mount Watten.
- Allied Player: 6 Medals.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- All German Infantry units are Waffen-SS (Troops 2 - Specialized Units). Badges are not required.
- All German infantry units have rafts they can use to cross the river (Actions 5 - Collapsible Rafts & Boats).
- The abbey is the same height as the surrounding hills (Terrain 6 - Hills).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
The Crossing of the Meuse
Fall Gelb - May 12 to May 19, 1940.
Allied campaign sheet quote, from General Gamelin: "It is highly probable that the Germans will concentrate most of their forces in Belgium, General Huntziger. Let them come; our best forces are waiting for them. I don't think they will attack in your area, but take position along the Semois. We never know... but believe me: we will kick the Germans out of Belgium before you can see a Panzer!"
Axis campaign sheet quote, from General Walther von Brauchitsch: "General Guderian, your mission is to cross the Semois and the Meuse which are the last obstacles before we reach the interior of France. The French are convinced that the Ardennes are impassable and that we won't attack in this area. They are not prepared to fight against our Panzers, so you should not encounter stiff resistance. Good luck!"
Allied campaign sheet: Start with 2 Reserve Tokens.
Axis campaign sheet: Start with 4 Reserve Tokens.
Objective Track (Allies): objectives none, 1, 2, 3 = points 0, 1, 2, 3.
Objective Track (Axis): objectives none, 1, 2, 3, 4, 5 = points -1, 0, 1, 2, 3, 4.
Special Objective Tracks: the Allied player uses the Panzer Track (see Special Objective Tracks in the Fall Gelb notes) for this campaign, and the Axis player uses the Heavy Tank Track. The Panzer Track printed on this campaign's Allied sheet is: Panzer units destroyed 0-3 = 0 points, 4-7 = 1, 8-10 = 2, 11-13 = 3, 14-16 = 4, 17+ = 5. The Heavy Tank Track printed on this campaign's Axis sheet is: heavy units destroyed 0-2 = 0 points, 1 = 1, 2-3 = 2, 4+ = 3.
Campaign flow (Allied sheet)
Note on the printed arrows: the Allied sheet for this campaign spans two facing pages. The "Play ... next" text and the coloured arrows that can be read on the scan are followed below. The arrow that enters De Gaulle to the Rescue from the facing page is only partly legible in the scan, so that entry is given as printed in the scenario box.
- Driving to Sedan (p.70)
- Allies win: "Without yielding to panic, the French units fall back in good order." For the next scenario, you may ignore one of the Victory Event Rolls of your opponent. "Mon général, the 42nd colonial demi-brigade in Monthermé reports that the Germans are deploying their forces across the Meuse and on the surrounding heights. I don't think they would be foolish enough to try and cross the river in front of our machine guns, but what are your orders!" Play Camouflaged in Monthermé next.
- Allies lose: Play Breakout at Sedan next (red arrow from this scenario; no loss text is printed).
- Camouflaged in Monthermé (p.71)
- Allies win: "The Germans have been stopped here, but they may attempt to cross the Meuse elsewhere. If you manage to repel them again, victory will be yours." For the next Reserve Roll, you may replace any one symbol with an infantry symbol. "Germans are outside of Sedan! Today? With armor units? No, it cannot be... do you hear me, it cannot be. It's unthinkable. This is... this is not what we planned for!" Play Breakout at Sedan next.
- Breakout at Sedan (p.72)
- Allies win: "You've managed to stop the Germans on the Meuse! I believe this will jeopardize the whole German plan. Congratulations on a great victory!" END CAMPAIGN.
- If you win the Campaign (Allies): "Mon général, thanks to our resistance, the Germans will not cross the Meuse. This will prevent our forces in Belgium from being surrounded. The war is not over, but your victory here will help us withstand the German invasion. Final victory could be near!" END GRAND CAMPAIGN.
- Allies lose: Play Combats in Stonne next (red arrow from this scenario; no loss text is printed).
Campaign flow (Axis sheet)
- Driving to Sedan (p.70)
- Axis win: "The speed of your attack started a panic in enemy ranks." In the next scenario, you may prevent your opponent from playing a Command card (either a Section card or a Tactic card). You may do this only once, but when you want, your opponent must return that Command card to his hand and play a different Command card. "Our assault troops are approaching Sedan. It's time to unveil our plan! Attack with all your men, Herr General. We have to cross the Meuse. The fate of the war will be decided here!" Play Breakout at Sedan next.
- Axis lose: Play Camouflaged in Monthermé next (red arrow from this scenario).
- Camouflaged in Monthermé (p.71)
- Axis win: "The Meuse has been crossed. As a result, the enemy defensive line collapses." Remove one Reserve Token from the Strategic Reserve Pool of your opponent. "Herr General, the Luftwaffe reports that enemy armor has been deployed on our southern flank. Have this information verified. The French have nothing left to counter-attack us with, do they?" Play Breakout at Sedan next.
- Breakout at Sedan (p.72)
- Axis win: "The Meuse has been crossed. As a result, the enemy defensive line collapses." Remove one Reserve Token from the Strategic Reserve Pool of your opponent. "Herr General, now that our Panzer divisions have crossed the Meuse, victory is ours. However, we have to secure our flanks. To that end, take the heights of Stonne." Play Combats in Stonne next.
- De Gaulle to the Rescue (p.73)
- Axis win: "The French assault has been stopped and you know that it will be difficult for your enemy to gather his forces for a new attack." For the next scenario, your opponent has to remove one tank from each of his elite armor units, although the units keep the elite badge. If a new elite armor unit is called up (Reserve roll), it keeps its 4 figures. "Herr General, the French armor assault inflicted heavy losses. Luckily, we have the Luftwaffe! Ach, those stubborn French don't want to admit defeat! They won't counter-attack again - at least, I hope not!" Play next.
28 - Driving to Sedan (May 12, 1940)
Setup order: 1 x8; 2 x4; 3 x20; 4 x6; 5 x8; 6 x4; 7 x1; 8 x1; 9 x2; 10 x3.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 4 Command cards.
Conditions of Victory
- 5 Medals.
- The hex "To Sedan" on the Allied player's baseline is an Exit hex. Only the first Axis unit that manages to leave the board counts as a medal toward Axis victory.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- The river Semois is impassable except through the ford of Alle (Terrain 41 - Fords & Fordable Rivers) and over a pontoon bridge (Terrain 33 - Pontoon Bridge) which can be built by any German infantry unit.
- French units with badges are Cavalry units (Troops 8 - Cavalry).
- The bunkers (Terrain 2 - Bunkers) represent fortified houses used as defensive positions in the forest along the Belgian border. There are only two men in each fortified house (Troops 22 - Depleted Units). As these units cannot leave the house, badges are not required. Any flag that they cannot ignore is a loss. If a unit is eliminated, remove the underlying Bunker token as well.
- Air rules are optional: If used, give the Axis player one Air Sortie card and shuffle the other one in the deck, at game start. If the Allied player draws this card (or the Air Power card), he must discard it and draw another card.
29 - Camouflaged in Monthermé (May 13-14, 1944 as printed)
The date is printed as 1944 in the book; the scenario is set in May 1940, during the Fall Gelb campaign.
Setup order: 1 x1; 2 x15; 3 x10; 4 x13; 5 x10; 6 x5; 7 x4; 8 x2; 9 x4; 10 x8.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 5 Command cards.
Conditions of Victory
- Axis Player: 5 Medals.
- Allied Player: 7 Medals.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- Place a badge on the German engineer units (Troops 4 - Combat Engineers).
- All German infantry units have rafts that they can use to cross the river (Actions 5 - Collapsible Rafts & Boats).
- The Axis player can build a pontoon bridge (Terrain 33 - Pontoon Bridges) in the central section.
- Special Weapon Asset rules (SWAs 1 - Special Weapon Assets) are in effect for the unit equipped with a Mortar (SWAs 3 - Mortar).
- All French units are camouflaged (Actions 16 - Camouflage).
- Hills represent the forest-covered massif of the Enveloppe. Do not use the left part of the map (behind the hills).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws an Air Sortie card (or the Air Power card), he must discard it and draw another card instead.
30 - Breakout at Sedan (May 13, 1940)
Setup order: 1 x1; 2 x1; 3 x1; 4 x11; 5 x6; 6 x14; 7 x13; 8 x5; 9 x3; 10 x3; 11 x4; 12 x2; 13 x1; 14 x5.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 4 Command cards.
Conditions of Victory
- Axis Player: 6 Medals.
- The hex "To Chémery" with an Exit marker on the Allied player's baseline is an Exit hex for the Axis forces. At least one Axis unit must leave the map through this hex to achieve victory. As long as this condition is not fulfilled, the Axis player cannot win the battle.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- All German infantry units have rafts that they can use to cross the river (Actions 5 - Collapsible Rafts & Boats).
- Place a badge on the German elite infantry units of the 1st Kradschützen Battalion (Troops 2 - Specialized Units).
- The French 75mm gun in the bunker can only shoot in the left section of the map. It is a depleted unit (Troops 22 - Depleted Units).
- German units can construct Pontoon bridges (Terrain 33 - Pontoon Bridges).
- Air rules are optional: If used, give the Axis player one Air Sortie card, and shuffle the other one in the deck, at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
- Stuka siren: Each loss due to an Air Power card or a Strafing Action also counts as a flag that may not be ignored.
31 - De Gaulle to the Rescue (May 17, 1940)
Setup order: 1 x10; 2 x2; 3 x11; 4 x10; 5 x1; 6 x2; 7 x1.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [France]: Take 5 Command cards. You move first.
Conditions of Victory
- 4 Medals.
- The Axis Player suffers Sudden Death the instant an Allied unit occupies Montcornet.
- The Allied Player must take Montcornet to win.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- Place a badge on the French elite tank units (Troops 2 - Specialized Units).
- Special Weapon Asset rules (SWAs 1 - Special Weapon Assets) are in effect for the units equipped with Anti-Tank weapons (SWAs 2 - Anti-Tank Gun).
- Air rules are optional: If used, give the Axis player one Air Sortie card and shuffle the other one in the deck, at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
32 - To Crécy-sur-Serre (May 19, 1940)
Setup order: 1 x1; 2 x9; 3 x4; 4 x11; 5 x5; 6 x4; 7 x4; 8 x1; 9 x2; 10 x3; 11 x4.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [France]: Take 6 Command cards. You move first.
Conditions of Victory
- 6 Medals.
- Chambry is a Temporary Medal Objective for the Axis Player.
- Crécy and Mortiers are Temporary Medal Objectives for the Allied Player.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- Place a badge on the French elite tank units (Troops 2 - Specialized Units).
- Special Weapon Asset rules (SWAs 1 - Special Weapon Assets) are in effect for the unit equipped with an Anti-Tank weapon (SWAs 2 - Anti-Tank Gun).
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
33 - Combats in Stonne (May 15-17, 1940)
Setup order: 1 x2; 2 x1; 3 x2; 4 x20; 5 x6; 6 x9; 7 x9; 8 x11; 9 x1; 10 x3.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 5 Command cards.
Conditions of Victory
- 6 Medals.
- The town hex with a medal is one Temporary Medal Objective for the Axis Player.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- Hills represent the escarpment to the north of Stonne. They are impassable from the road and played as normal hills from every other side.
- Special Weapon Asset rules (SWAs 1 - Special Weapon Assets) are in effect for the units equipped with Anti-Tank weapons (SWAs 2 - Anti-Tank Gun).
- The armor unit with 2 figures represents an AMD Panhard-178 unit (armored cars). It is NOT a Depleted Unit and counts as a Medal if destroyed.
- Place a badge on the French elite armor unit (Troops 2 - Specialized Units). Allies must eliminate two German units before they may order this unit.
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
34 - Resistance in La Horgne (May 15, 1940)
Setup order: 1 x1; 2 x1; 3 x23; 4 x8; 5 x7; 6 x2; 7 x9.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [France]: Take 5 Command cards.
Conditions of Victory
- 6 Medals.
- The town hexes of La Horgne and Bouvellemont are Temporary Medal Objectives for the Axis Player.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- Special Weapon Asset rules (SWAs 1 - Special Weapon Assets) are in effect for the units equipped with Anti-Tank weapons (SWAs 2 - Anti-Tank Gun) and for the German unit equipped with a Mortar (SWAs 3 - Mortar).
- The town of Bouvellemont is at the same height as the surrounding hills.
- Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.
Dunkirk
Grand Campaign ending - Fall Gelb. Play after the third Fall Gelb branch campaign, if required, to finish the Grand Campaign.
35 - Dunkirk (May 26 - June 04, 1940)
Setup order: 1 x1; 2 x3; 3 x6; 4 x4; 5 x4; 6 x4; 7 x2; 8 x7.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [France & Great Britain]: Take 4 Command cards.
Conditions of Victory
- 6 Medals.
- Each evacuated unit is a Permanent Medal Objective for the Allied player.
Evacuation Rules
- The infantry units that start with two figures are prepared for evacuation and cannot battle.
- The Landing Crafts (LC) represent the little ships used by the Allies to evacuate their troops. They are ordered like any other unit, but cannot move onto the beach.
- An Allied unit with 1 or 2 infantry figures can board an adjacent LC that is next to the beach. Next turn, if ordered, the LC can leave the board and evacuate the unit. The rescued unit counts as a medal for the Allied player. The LC returns to its starting position and can try to rescue other men.
- A LC may be attacked but is only destroyed by a grenade (or a star in case of a Strafing attack). It may ignore 1 flag.
- Each LC that leaves the map because of a flag counts as an eliminated unit and is a medal for the Axis player.
- Destroyed LC are NOT replaced.
- It is not possible to target a unit that is already in the LC. If a LC is destroyed with a unit inside, only one medal is won.
Special Rules
- Blitz rules are in effect (Actions 15 - Blitz Rules).
- The Axis Special Forces Infantry units are mechanized infantry units (Troops 2 - Specialized Units).
- German Big Guns (Troops 4 - Big Guns) cannot move.
- Anglo-French co-ordination problems: The Allied player may either order French units OR English units on his/her turn, not both. (Five units belong to the French army: mark them with a Free French badge to distinguish them from other units. The French units have been weakened by their previous losses and therefore only have 3 figures.) The Landing Crafts can be ordered as English or French units.
Operation Barbarossa
Barbarossa: June-December 1941
Operation Barbarossa began on June 22nd, 1941. Three German Army Groups rushed into the Soviet Union: Army Group Center (AGC), commanded by von Bock, Army Group North (AGN) commanded by von Leeb, and Army Group South (AGS) commanded by von Rundstedt. Soon, Smolensk and other successful German encirclement battles cost the Soviets thousands of troops and tanks. The advance by AGC was so fast that it over-stretched its own supply and communication lines. For this reason, the drive on Moscow was halted for several days. In the meantime, the German 18th Army from AGN pushed north through Latvia, Estonia, and the Baltic Islands. The Panzers had opportunities to take Leningrad by storm, but von Leeb's over-caution, combined with the stubborn tenacity of the Red Army, cost them their chances. In Ukraine, huge pockets of Soviet prisoners were captured at Uman and Kiev, but elements of shattered Soviet armies took refuge in the vast, uncharted Pripet Marshes, and from there launched attacks against the Axis flanks. However, the Axis spearhead succeeded in taking Rostov briefly, but had to retreat in the face of a strong Soviet counter-offensive. When the Axis offensive was finally resumed in the center, vital time had been lost. Moscow was saved by the onset of the harshest winter seen in years, the timely arrival of reinforcements from Siberia, and the pool of 14 million trained reservists the Soviets could call upon that German military intelligence had overlooked.
Barbarossa Campaign Notes
Barbarossa campaigns can be played as individual campaigns or they can be played together by following the Grand Campaign instructions. The following notes apply to all Barbarossa campaigns unless stated otherwise.
Each branch is usually 4 scenarios in length, though under exceptional circumstances Barbarossa Center may be 5 scenarios in length. Notes for shorter, 3-scenario campaigns also appear opposite.
We recommend the least experienced player take the Allies - winning with the Axis is a stiff challenge, as it was historically.
Shorter Campaigns
For a shorter game, apply the following changes to the campaigns:
- Center: Start at Pruzana, play three scenarios, and add 2 medals to the final Axis score.
- North: Start at Velikaya Bridgehead, play three scenarios, and add 2 medals to the final Axis score.
- South: Start at Brody, play three scenarios, and add 1 medal to the final Axis score.
Special Reserve Rolls
Reserve rolls are carried out as explained in the core campaign rules, except for these special rolls:
Allies
- INFANTRY + STAR: Sniper (Troops 10 - Sniper). If deployed at game start, the Sniper may be deployed anywhere within three rows of the Allied baseline. Units may not be placed on impassable terrain. A Partisan unit (use French Resistance rules: Nations 1 - French Resistance) may be taken instead of a Sniper if the 'Partisans' What If? event is in effect.
- ARMOR + STAR: Cavalry (Troops 8 - Cavalry). Soviet armor forces were rapidly depleted and replaced by Cavalry.
- STAR + STAR: Choose one of the following elements: Sniper (Troops 10 - Sniper); Cavalry (Troops 8 - Cavalry); Russian elite tank unit (Troops 2 - Specialized Units); Air Sortie / Air Power token.
Axis
- INFANTRY + STAR: German elite infantry unit (Troops 2 - Specialized Units) or German Combat Engineers (Troops 4 - Combat Engineers).
- ARMOR + STAR: German elite tank unit (Troops 2 - Specialized Units) or Flammpanzer armor (Troops 13 - Flame Thrower Tanks).
- STAR + STAR: Choose one of the following elements: German elite infantry unit (Troops 2 - Specialized Units); German Combat Engineers (Troops 4 - Combat Engineers); German elite tank unit (Troops 2 - Specialized Units); Flammpanzer armor (Troops 13 - Flame Thrower Tanks); Air Sortie / Air Power token.
Note: Units or tokens obtained thanks to a STAR + STAR result are free: you receive them at no Reserve Token cost!
Barbarossa Grand Campaign Rules
Strategic Reserve Pool
If you play the Grand Campaign, ignore all information about Reserve Tokens given in each of the campaigns. Instead, total Reserve Tokens are available as follows:
- Allies: 15 Reserve Tokens.
- Axis: 7 Reserve Tokens.
Grand Campaign Progression
There is a dotted line on each of the three Barbarossa campaign sheets that divides each Barbarossa campaign into two phases.
First Phase
- Allocate Reserves: Before play begins, first the Allied player and then the Axis player, decide how many of their total Reserve Tokens will be allocated to each of the three Barbarossa branch campaigns.
For example, after seeing the Allied player allocate 4 Reserve Tokens to each of the north and center campaigns and 7 to the south, the Axis player decides to allocate 1 Reserve Token to the north, 4 to the center, and 2 to the south.
- Play the scenarios: The first phase of all 3 campaigns (6 scenarios in all) are played before any scenario in the second phase is played. The campaigns are played in the order of the Axis player's choosing, but both scenarios of a branch campaign are played before moving on to the next.
For example, the Axis player chooses to begin in the north, winning at Raseiniai and losing at Velikaya. The phase line has now been reached and so the Axis player chooses to move to the southern campaign. Once the phase line has been reached by playing 2 scenarios in the south, play will move to the center for 2 scenarios to complete the first phase of the Grand Campaign.
Second Phase
- Allocate Reserves: Before play of the second phase begins, first the Allied player and then the Axis player decide again how many of their total remaining Reserve Tokens will be allocated to each of the three campaigns. Reserve Tokens used in the first phase are lost.
For example, in the first phase the Allied player used 3 reserves in the south, 2 in the north, and 4 in the center. They therefore have only 6 reserves left, and allocate 4 to the center, none to the north, and 2 to the south.
- Play the scenarios: The scenarios in the second phase of all three branch campaigns are now played out. The campaigns are played in the order of the Axis player's choosing, but all the scenarios of a branch campaign are played before moving on to the next.
Victory
Determine the Victory Level (see campaign rules) for each of the 3 Barbarossa branch campaigns in the usual way. Victory in a branch campaign is worth Grand Campaign Points as follows:
- Campaign Tie: 0 pt.
- Minor Victory: 1 pt.
- Major Victory: 2 pts.
- Decisive Victory: 3 pts.
Once completed, add up all of the Grand Campaign points. The player with the most Grand Campaign Points wins. If both players are tied, add up all of the campaign scores: the player with the most Victory points wins.
For example, the Allied player won minor victories in the north and center branch campaigns earning him a total of 2 points, but the Axis player won a decisive victory in the south earning him 3 points and overall victory in the Grand Campaign.
Optional Rule: "What if?" events
This optional rule adds historical elements to your grand campaign. If both players agree, roll 1 die each before each phase of the campaign, but after having allocated your reserves. Read off the results as per the following lists:
First Phase Die Roll
| Die face | Allies | Axis |
|---|---|---|
| Infantry | Scorched Earth | Hearts and Minds |
| Armor | Scorched Earth | Barbarossatag |
| Star | Soviet Defensive Strategy | Finns attack Leningrad! |
| Flag | Finns attack Leningrad! | Scorched Earth |
| Grenade | Soviet Defensive Strategy | Finns attack Leningrad! |
Second Phase Die Roll
| Die face | Allies | Axis |
|---|---|---|
| Infantry | Partisans | OKH halts offensive |
| Armor | OKH halts offensive | Severe Winter |
| Star | Severe Winter | Japanese Attack! |
| Flag | Japanese Attack! | Rasputitsa |
| Grenade | Rasputitsa | Severe Winter |
Note: Some events, while rolled by one player, may favor his opponent! If both players roll the same event, its effect (in favor of one side) is only applied once, not twice.
The events have the following effects:
- Scorched Earth: The Russians burn everything as they retreat. The Germans find no food or shelter as they advance which worsens their supply situation. Once only, before any scenario in the first phase, the Allied player can claim Scorched Earth. The German player must play the entire scenario with 1 less Command card (in addition to other possible Victory Event roll effects).
- Soviet Defensive Strategy: Stavka (Soviet Military High Command) decide on a more defensive strategy and allow their front line armies to dig in before the Germans invade. In the 1st scenario of each branch campaign, allow the Allied player to deploy sandbags on any two units before deploying reserves.
- Finns attack Leningrad! Mannerheim's Finns decide to go beyond their 1939 border with the Soviet Union and assault Leningrad. The Soviets divert reserves to meet the threat. Immediately reduce the number of Allied reserves allocated to the northern campaign by 2. This is a permanent loss of 2 Reserve Tokens for the Allies. Take reserves from the center if there are too few in the north.
- Hearts and Minds: The Axis troops are less oppressive and are hailed as liberators in the conquered Ukraine. Many Cossacks join the Axis forces. Once only, after rolling for reserves for any scenario in the southern branch campaign, the Axis player may take one cavalry unit as a free reserve unit (costing no Reserve Token), which must be placed on the Axis baseline.
- Barbarossatag: The Axis invade the Soviet Union on the originally planned date of May 15th, 1941. All battles for the entire campaign are fought on summer terrain. The Axis player receives a free Air Sortie / Air Power token in the 4th scenario of each of the 3 branch campaigns. This roll cancels any second phase roll of "Severe Winter" by either player, which becomes "no effect".
- Partisans: Large numbers of bypassed Soviet troops and civilians remain behind the front, hiding in woods and marshes. Throughout the second phase, any Allied reserves roll of infantry + star may be taken as a 3-figure Partisan unit. The Partisan unit may deploy in any woods or marsh hex on the board, costs no Reserve Token to deploy, and functions exactly like a French Resistance unit (). Mark the unit with a Russian star token.
Barbarossa Center
Unternehmen Barbarossa - June 22 to May 8, 1941 (campaign sheet dates as printed).
Allied campaign sheet quote, from Marshal Timoshenko: "General Pavlov, have you heard the reports from our Western Front at the river Bug? They are under artillery fire, which can mean only one thing: Axis troops are invading Soviet territory! Our frontier units are afraid they might spark an international incident and are asking if they have permission to fire back! Your hour has come, Dmitri. Your units must resist the invader to the last man. Honor and Mother Russia demands it!"
Axis campaign sheet quote, from Generalfeldmarschall Halder (Head of the Army General Staff): "Generalfeldmarschall von Bock, you are to command Army Group Center. Your objective is to take Moscow by Christmas, thereby knocking Russia out of the war! You have masterminded great victories in Poland and France. Hitler said that we have only to kick in the Russian door and the whole rotten structure will come crashing down! Make the Führer and the fatherland proud, Generalfeldmarschall."
Allied campaign sheet: Start with 6 Reserve Tokens.
Axis campaign sheet: Start with 3 Reserve Tokens.
Objective Track (Allies): objectives none, 1, 2, 3 = points 6, 6, 7, 8.
Objective Track (Axis): objectives none, 1, 2, 3, 4, 5, 6, 7 = points 1, 1, 1, 2, 2, 3, 4, 5.
Campaign flow
The scenario Bug River is listed in italics in the book's contents, so the scenario page itself is not printed in this book; its campaign text is transcribed below.
-
Bug River (the sheet refers to base game p.21 and Eastern Front p.60; scenario page not printed in this book)
- Special (Axis): You must win by 3 or more medals. If you don't, Allies win.
- Allies win: "Stavka is delighted with your performance! You have bought time for the defense of Smolensk and are being awarded the title Cavalier of the Red Banner." Add sandbags to any 2 of your units before play of the next scenario begins (sandbag x2). Play Smolensk next.
- Axis win: "Soviet frontline units are completely surprised by your attack! Your Panzers crash through their uncoordinated ranks. The Soviets retreat in disorder to the town of Pruzana." Play Pruzana next.
-
Pruzana (p.88)
- Allies win: "The German invader has been stopped in his tracks! Your stubborn resistance means Muscovites sleep soundly in their beds tonight. But Hitler's forces are still strong and a dangerous bridgehead has developed over the Desna around Yelnya." Play Smolensk next.
- Axis win: "The juggernaut rolls on! Moscow is at hand, but Hitler has new orders: you must halt your offensive and divert your armor north and south." Roll 1 additional die on your next Victory Events roll, but ignore tank symbols on your next Reserve roll. Play Yelnya - Zhukov's Assault next.
-
Smolensk (p.89), reached from Bug River (Allies win) - first box on the sheet
- Special: You must win by 2 or more medals. If you don't, Allies win. (Allied sheet: "Axis must win by 2 or more medals. If they don't, you win.")
- Allies win: "They are calling this battle The Miracle of Smolensk! Against all the odds the German invader has been dealt a massive blow, and German reserves are being depleted at a staggering rate!" Play next.
Grand Campaign (Center): move on to Barbarossa North or to Barbarossa South if not already played.
Barbarossa Center Scenarios
36 - Pruzana (June 30, 1941)
Setup order: 1 x23; 2 x2; 3 x8.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [Soviet Union]: Take 4 Command cards.
Conditions of Victory
- 5 Medals.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on the Russian T-34 tank unit (Troops 2 - Specialized Units).
- Air rules are optional: If used, give the Axis player one Air Sortie card and shuffle the other into the deck, at game start.
37 - Smolensk (July 01-30, 1941)
Setup order: 1 x4; 2 x1; 3 x8; 4 x8; 5 x1; 6 x10; 7 x13; 8 x4; 9 x4; 10 x1; 11 x1; 12 x2; 13 x1; 14 x1; 15 x1; 16 x3.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Soviet Union]: Take 4 Command cards.
Conditions of Victory
- Axis: 7 Medals.
- Allies: 5 Medals (the difference reflects the greater ability of the Russian army to absorb losses).
- The town of Vyazma is a Temporary Medal Objective for the Axis forces.
- The 2 hexes of Smolensk are a Temporary Majority Medal Objective, worth 1 medal for whoever occupies them.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on von Stockhausen's elite German tank unit, and on the German mechanized infantry units (Troops 2 - Specialized Units).
- Place a badge on the Allied cavalry unit (Troops 8 - Cavalry).
- The Train (Troops 5 - Trains) is a Supply Train (Troops 6 - Supply Trains) and carries 1 Russian infantry unit in its locomotive, and 1 Russian armor unit in its wagon.
- Air rules are optional: If used, give both players 1 Air Sortie card at game start.
38 - Yelnya - Timoshenko's Assault (July 01-30, 1941)
Setup order: 1 x1; 2 x2; 3 x3; 4 x1; 5 x3; 6 x7; 7 x9; 8 x1; 9 x1; 10 x2; 11 x1; 12 x5.
Briefing
- Axis Player [Germany]: Take 4 Command cards.
- Allied Player [Soviet Union]: Take 5 Command cards. You move first.
Conditions of Victory
- 6 Medals.
- The town of Yelnya is a Temporary Medal Objective for the Allied forces.
Special Rules
- Russian Command rules are in effect (Nations 2 - Red Army).
- The Train (Troops 5 - Trains) is a Supply Train (Troops 6 - Supply Trains) and carries 1 German infantry unit in its locomotive and wagon each.
- Place a badge on the German mechanized infantry unit (Troops 2 - Specialized Units).
- Air rules are optional: If used, give one Air Sortie card to the Allied player and shuffle the other one into the deck, at game start.
39 - Yelnya - Zhukov's Assault (September 01-30, 1941)
Setup order: 1 x1; 2 x2; 3 x3; 4 x1; 5 x3; 6 x7; 7 x9; 8 x2; 9 x1; 10 x2; 11 x6.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Soviet Union]: Take 4 Command cards. You move first.
Conditions of Victory
- 6 Medals.
- The town of Yelnya is a Temporary Medal Objective for the Allied forces.
- German Withdrawal: Exit markers are in effect for Axis infantry units. The German player is awarded one Victory Medal for every two standard infantry units (not armored, or mechanized infantry) that escape off the German baseline between and including the exit markers.
Special Rules
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on the Axis mechanized infantry unit (Troops 2 - Specialized Units).
- Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle the other into the deck, at game start.
40 - Kamenewo (October 06, 1941)
Setup order: 1 x3; 2 x3; 3 x13; 4 x7; 5 x3.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [Soviet Union]: Take 5 Command cards.
Conditions of Victory
- 6 Medals.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on the Soviet T-34 and KV-1 tank units (Troops 2 - Specialized Units).
- The Soviet tank units marked with a battle star are camouflaged (Actions 16 - Camouflage).
- If you do not own the Air Pack, use Snow Trenches from the Eastern Front.
Barbarossa North
Unternehmen Barbarossa - June 24 to December 16, 1941 (campaign sheet dates as printed).
Allied campaign sheet quote, from Marshal Voroshilov: "Lieutenant-General Kuznetsov, you are one of our most senior generals and a well-regarded theoretician, but you have no combat experience. I'll be frank: Stavka has little faith in you! However, German Army Group North has struck by surprise towards Riga, Jekabpils, and Dunaburg on the Dvina River, and we have no one else. You, Fyodor, must organize the defense of the Baltic States and prevent the invaders from taking Leningrad. Don't look so nervous. It's only the future of Mother Russia, and your life, that now hang in the balance!"
Allied campaign sheet: Start with 4 Reserve Tokens.
Objective Track (Allies): objectives none, 1, 2, 3, 4, 5, 6, 7 = points 1, 2, 3, 4, 5, 6, 6, 6.
Campaign flow (Allied sheet)
- Raseiniai (p.98)
- Allies win: "Comrade Timoshenko asked you to buy time for the call up of the Motherland's 14 million reservists, and you have not disappointed him! We are all very impressed. You'll need more reserves to bolster your front: here they are." Roll 3 dice on your next Reserve roll and keep any two of them as your final roll. Play Ingermanland next.
- Ingermanland (p.100)
- Allies win: "Your forces resisted bravely and we now have intelligence suggesting that the invader's offensive is badly behind schedule!" German strength is sapped amongst the woods and marshes of Ingermanland. Roll an extra die on your next Victory Event Roll. Play Ivanovskoye Bridgehead next.
- Velikaya Bridgehead (p.99)
- Allies win: "You have avenged the defeat at Raseiniai and delayed the enemy's advance!" Stavka sends you a note of support, which means you receive no additional resources but escape a charge of treason! At least, until the next battle... Play Ivanovskoye Bridgehead next.
- Ivanovskoye Bridgehead (p.102)
- Allies win: "The enemy bridgehead at Ivanovskoye, so dangerous to Leningrad, has been eliminated by a ferocious combined arms assault by your courageous troops! Is it true that in many cases our KV tanks were crewed by the same factory workers that had made them just days before! Leningrad is now safe with winter fast approaching and you can turn your eye to the defense of the Baltic Islands." Play Baltic Islands next.
- Luga Bridges (p.101)
Grand Campaign (Allies): move on to Barbarossa Center or Barbarossa South if not already played.
Campaign flow (Axis sheet)
Axis campaign sheet quote, from Generalfeldmarschall Walther von Brauchitsch: "Von Leeb, we have summoned you out of retirement because, with your recent triumphs in the Sudetenland and the Maginot Line, we want you to command Army Group North against the Soviet Union. Your objectives will be to conquer the Baltic States, to link up with Marshal Mannerheim's Finnish army, and to take Leningrad by Christmas! When Barbarossa begins, Wilhelm, the world will hold its breath!"
Axis campaign sheet: Start with 2 Reserve Tokens.
Objective Track (Axis): objectives none, 1, 2, 3, 4, 5, 6 = points 0, 1, 2, 3, 4, 5, 5.
- Raseiniai (p.98)
- Axis win: "The frontier battles have gone very well! Now, push on to the Velikaya River with our Panzer spearhead. Be careful: our maps may be confusing, as some roads that look major on those papers might be simple dirt tracks... or not exist at all." The Russians defend every step: You roll one less die on your next Victory Events roll. Play Velikaya Bridgehead next.
- Ingermanland (p.100)
- Axis win: "You have conquered the Baltic States, but too slowly through the thickets and marshes of Ingermanland, and troublesome Soviet partisans have taken their toll on our strength..." The Allied player rolls 1 more die on his next Victory Event Roll. Play Luga Bridges next.
- Velikaya Bridgehead (p.99)
- Axis win: "Herr General, with this great victory the Baltic States are conquered and you have secured your first strategic objective! Now press on to secure a crossing over the Luga, the last hurdle before Leningrad. Reports show that you have been a little over-cautious lately. Be warned, the Soviets will probably counter-attack." After his next reserve roll, the Allied player may change the result on 1 die to any symbol he chooses. Play Luga Bridges next.
- Ivanovskoye Bridgehead (p.102)
- Axis win: "Our battle-weary units at Ivanovskoye bravely withstand many desperate Soviet counter-attacks, but there is bad news... The Soviets have counter-attacked our right flank at Staraya Russa, our lines of communication are vulnerable, and due to your earlier defeats the enemy has recouped some of their air losses. You must divert some of your best troops to deal with the threat." You receive 1 free Air Sortie / Air Power token before the start of the next scenario. Play Staraya Russa next.
Grand Campaign (Axis): move on to Barbarossa Center or Barbarossa South if not already played.
Barbarossa North Scenarios
41 - Raseiniai (June 01-30, 1941)
Setup order: 1 x3; 2 x2; 3 x8; 4 x11; 5 x2; 6 x2; 7 x1; 8 x2; 9 x6.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Soviet Union]: Take 4 Command cards.
Conditions of Victory
- 7 Medals.
- Ariogala and the bridge over the Dubysa are Temporary Medal Objectives for the Axis forces.
- Raseiniai is a Temporary Medal Objective for the Allied forces.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on German mechanized infantry units (Troops 2 - Specialized Units).
- Place a badge on Russian cavalry units (Troops 8 - Cavalry).
- All Allied armor units are T-34 and KV-1 tank units with 4 figures (Troops 2 - Specialized Units). Badges are not required.
- The Axis Special Forces infantry in Raseiniai is a unit of Brandenburger Commandos (Troops 21 - Brandenburgers).
42 - Velikaya Bridgehead (July 01-30, 1941)
Setup order: 1 x12; 2 x17; 3 x2; 4 x2; 5 x1; 6 x1; 7 x1.
Briefing
- Axis Player [Germany]: Take 5 Command cards.
- Allied Player [Soviet Union]: Take 4 Command cards. You move first.
Conditions of Victory
- 6 Medals.
- Pskov is a Temporary Medal Objective for the Axis forces.
- Ostrov is a Temporary Medal Objective for the Allied forces.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on Russian cavalry units (Troops 8 - Cavalry).
- All Allied armor units are T-34 and KV-1 tank units with 4 figures (Troops 2 - Specialized Units). Badges are not required.
- All Axis infantry units are mechanized infantry units (Troops 2 - Specialized Units). Badges are not required.
43 - Ingermanland (July 13, 1941)
Setup order: 1 x25; 2 x2; 3 x5.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Soviet Union]: Take 4 Command cards.
Conditions of Victory
- 5 Medals.
- Exit markers are in effect on the portion of the Allied baseline in between the 2 Exit markers, for Axis forces.
Special Rules
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army). In addition, Allied armor units may only move 2 hexes and battle, not the normal 3 hexes.
- Place a badge on the German engineer unit (Troops 4 - Combat Engineers).
- All other Axis infantry units are mechanized infantry units (Troops 2 - Specialized Units). Badges are not required.
- Place a Sniper badge on the Allied single figure units (Troops 10 - Snipers).
- The Allied player lays out the minefields (Terrain 29 - Minefields).
44 - Luga Bridges (July 01-30, 1941)
Setup order: 1 x1; 2 x1; 3 x1; 4 x2; 5 x4; 6 x3; 7 x9; 8 x11; 9 x5; 10 x4; 11 x1; 12 x1; 13 x2; 14 x1; 15 x1; 16 x2; 17 x1.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Soviet Union]: Take 4 Command cards.
Conditions of Victory
- 5 Medals.
- The bridges are Temporary Medal Objectives for the Allied forces.
- The airbase at Yastrebina is a Temporary Medal Objective for the Axis forces.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- All Axis infantry units are mechanized infantry units (Troops 2 - Specialized Units). Badges are not required.
- The Train (Troops 5 - Trains) is a Supply Train (Troops 6 - Supply Trains) and carries 1 Russian infantry unit in its locomotive and wagon each.
- The Axis elite infantry unit next to the bridge in the center of the battlefield is a unit of Brandenburger Commandos (Troops 21 - Brandenburgers).
- Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle the other in the deck, at game start. The ready to take-off marker on the Airfield is a Yak-1 or Yak-7, at the Allied player's choice (Airplanes 8 - Yakovlev Yak-1/7/9).
45 - Ivanovskoye Bridgehead (July 01-30, 1941)
Setup order: 1 x1; 2 x1; 3 x1; 4 x5; 5 x11; 6 x20; 7 x3; 8 x3; 9 x5; 10 x2; 11 x2; 12 x5.
Briefing
- Axis Player [Germany]: Take 6 Command cards.
- Allied Player [Soviet Union]: Take 4 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- Ivanovskoye and the bridge over the Luga are Temporary Medal Objectives for the Allied forces.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules). Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on the Axis mechanized infantry unit and on the Russian elite tank units (Troops 2 - Specialized Units).
- The reservoir hex is impassable. The ditch plays as a fordable river (Terrain 41 - Fords & Fordable Rivers).
- Artillery units may only fire at targets in their line of sight.
- Destroy Supplies rules are in effect (Actions 14 - Destroy Supplies). Use Sabotage rules (Actions 6 - Sabotage): If you roll at least one Star, the Supply Depot is destroyed.
- Note the 4 Soviet infantry units that begin the game behind the Axis lines on the Axis baseline. If forced to retreat, they do so as normal towards the Allied baseline.
- Air rules are optional: If used, give the Allied player both Air Sortie cards at game start. The Allied player is also able to conduct Air Strikes (Actions 3 - Air Strikes & Blitz) while at least one Allied unit is in the line of sight of the Supply Depot or Ivanovskoye.
46 - Staraya Russa (September 01-30, 1941)
Setup order: 1 x3; 2 x15; 3 x3; 4 x4.
Briefing
- Axis Player [Germany]: Take 6 Command cards.
- Allied Player [Soviet Union]: Take 5 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- Staraya Russa, Dno, and Kholm are Temporary Medal Objectives for the Allied forces.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on the Axis mechanized infantry units. The Axis tank unit is an elite unit (Troops 2 - Specialized Units). Badges are not required.
- Place a badge on Russian Cavalry units (Troops 8 - Cavalry).
- Air rules are optional: If used, give each player 1 Air Sortie card at game start.
47 - Baltic Islands (September 01-30, 1941)
Setup order: 1 x1; 2 x2; 3 x1; 4 x10; 5 x1; 6 x3; 7 x3; 8 x2; 9 x1; 10 x2; 11 x2.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [Soviet Union]: Take 4 Command cards.
Conditions of Victory
- 5 Medals.
- Orissaare and the fortress are Temporary Medal Objectives for the Axis forces.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- The Vaike Vain Straits river is fordable along its entire length (Terrain 41 - Fords & Fordable Rivers).
- Before his first turn, the Axis player may airdrop 3 units of commandos (Actions 20 - Paradrop) (Troops 2 - Specialized Units) in the left section of the map. Units that fall out of the left section or in the ocean are lost but do not count as Victory Medals for the opponent.
- Air rules are optional: If used, give the Axis player both Air Sortie cards at game start. The ready to take-off marker on the Airfield is a Yak-1 or Yak-7, at the Allied player's choice (Airplanes 8 - Yakovlev Yak-1/7/9).
48 - Tikhvin (December 01-30, 1941)
Setup order: 1 x2; 2 x9; 3 x2; 4 x4; 5 x2; 6 x4; 7 x12; 8 x2; 9 x6; 10 x1; 11 x1; 12 x3; 13 x2; 14 x2; 15 x4.
Briefing
- Axis Player [Germany]: Take 5 Command cards. You move first.
- Allied Player [Soviet Union]: Take 5 Command cards.
Conditions of Victory
- 7 Medals.
- Volkhov and Tikhvin are Temporary Medal Objectives for the Axis forces.
- Both of the central bridges are Temporary Medal Objectives for the Allied forces.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place badges on the Axis mechanized infantry units, Allied Guard infantry units, and the Allied KV-1 tank unit (Troops 2 - Specialized Units).
- Place a badge on the Allied cavalry unit (Troops 8 - Cavalry).
- Place a Sniper badge on the Allied single figure unit (Troops 10 - Snipers).
- Place a badge on the Nationalist Spanish Blue Division. They function as a regular infantry unit.
- The river is frozen (Terrain 47 - Frozen Rivers).
- The Train (Troops 5 - Trains) is a Supply Train (Troops 6 - Supply Trains) and carries 1 Russian infantry unit in its locomotive, and 1 Guards infantry unit (Troops 2 - Specialized Units) in its wagon. The train may unload either with its engine at Volkhov, or its carriage at Tikhvin.
Barbarossa South
Unternehmen Barbarossa - June 28 to December 26, 1941 (campaign sheet dates as printed).
Allied campaign sheet quote, from Marshal Zhukov: "There will be no invasion of the Ploesti oil fields in Rumania as we planned, Marshal Budenny. Von Rundstedt's violent, unexpected assault against our Southwest Front has made sure of that! Semyon, you once commanded the 1st Cavalry Army in the Civil War. Stavka now implores you to use all of your combat experience to protect Kiev and the Ukraine. Don't disappoint us!"
Axis campaign sheet quote, from Generalfeldmarschall Wilhelm Keitel: "We hold you in high regard as a commander of great skill and a man of honor, von Rundstedt. You were in command of the Wehrmacht's main forces in amazingly successful campaigns in both Poland and France. Army Group South is now your command and your objectives are vital to our overall success in Russia. Firstly, you need to inflict a decisive defeat upon the Soviet military in the field - the south is the key sector. Be careful, the main Soviet effort is ranged against you! Secondly, you must capture Kiev, the Soviet Union's third city, and with it the bountiful raw materials of the Ukraine. Thirdly, you must occupy the vital oil producing regions of the Caucasus beyond Rostov."
Allied campaign sheet: Start with 5 Reserve Tokens.
Axis campaign sheet: Start with 2 Reserve Tokens.
Objective Track (Allies): objectives none, 1 = points 1, 2.
Objective Track (Axis): objectives none, 1 = points 0, 1.
Campaign flow
The campaign flow below is given for each player's sheet. Russian Breakout, Lipovec, Sea of Azov and Battle for Rostov are listed in italics in the book's contents, so those scenario pages are not printed in this book; their campaign text is transcribed below.
Allied (Soviet Union) campaign sheet
- Brody (p.110)
- Allies win: "Urrah! The invader's spearhead is blunted, and though they destroyed many aircraft on the ground, most were obsolete anyway. However, reports show that enemy veteran Panzer forces are recovering quickly from their defeat. They will try to surround us. We cannot let that happen!" You receive 1 free Air Sortie / Air Power token before the start of the next scenario. Play Russian Breakout next.
- Russian Breakout (p.61, not printed in this book)
- Special: Axis must win by 3 or more medals. If they don't, you win.
- Allies win: "Your troops bravely resisted the enemy's brutal offensive! Thanks to you, hundreds of thousands of our troops escaped the threat of encirclement at Uman. You can now exploit the vulnerability of the German minor allies. I will send you reserves so that you can counter-attack." Roll 3 dice on your next Reserve roll, and keep any 2 as your final roll. Play Lipovec next.
- Pripet Marsh (p.111)
- Allies win: "Good work! This success will delay the Germans. Let's attack their allies now! 5th Army troops sally forth from the Pripet Marsh and play havoc with the invader's left flank. They threaten the lines of supply to their rampaging armor spearhead." Roll 1 more die on your next Victory Event roll. Play Lipovec next.
- Lipovec (p.62, not printed in this book)
- Special: Axis must win by 3 or more medals. If they don't, you win.
- Allies win: "Mother Russia will be proud of you! You have bought us some precious time... You have some success against the invader's minor allies, which forces the Panzers to delay their advance while the front is stabilized. But your celebrations are short-lived - soon you find the XIV Panzer Corps to your rear blocking reinforcements while the SS assault your positions frontally near Melitopol." Play next.
Allied grand campaign results (South sheet, printed below the campaign):
- Minor Victory: "Comrade Stalin sends word that, though you have prevented the enemy from taking Rostov and the Caucasian oilfields, you have also lost battles, and you have not inflicted a significant defeat upon the invader in the field. You are relieved of your command, though your connections enable you escape being tried as a traitor to Mother Russia!"
- More than a Minor Victory: "Though the conduct of your campaign was not flawless, you have significantly limited the ambitions of the Germans in the south. Comrade Stalin awards you the Order of Lenin for your efforts, but points out that you have lost many battles. He warns you as a friend that Stavka will not tolerate any further defeats."
Grand Campaign (Allies): move on to Barbarossa Center or Barbarossa North if not already played.
Axis (Germany) campaign sheet
- Brody (p.110)
- Axis win: "The ferocity of your assault caught the Soviets by surprise! Our Panzer columns thrust deep into the Ukraine, but our left flank is being harried by counter attacks originating in the vast wilderness of the Pripet Marshes. You must protect that flank before going further." Harrying your flank, the Allied player rolls 1 extra Victory Events die on his next roll. Play Pripet Marsh next.
- Russian Breakout (p.61, not printed in this book)
- Special: You must win by 3 or more medals. If you don't, Allies win.
- Axis win: "Well done Herr General. Despite the setback at Brody, your Panzer Corps pushed on to complete a great encirclement at Uman! I hear the Soviet forces trapped in the kessel made a desperate attempt to break out, but your forces closed the door on them. Now only Kiev stands between the Wehrmacht and Ukraine's deep interior!" Play Kiev next.
- Pripet Marsh (p.111)
- Axis win: "The remnants of the Soviet 5th Army retreated into the depths of the marshes: they won't trouble us any more! We are now free to complete huge encirclements around Uman and Kiev. However, Kiev itself, the Soviet Union's third city, continues to resist stubbornly..." Play Kiev next.
- Lipovec (p.62, not printed in this book)
- Special: You must win by 3 or more medals. If you don't, Allies win.
- Axis win: "We managed to take Lipovec, but our earlier defeats greatly weakened our forces, and our enemy had time to reorganize..." The Red Air Force reorganizes: The Allied player rolls 2 more dice on his next Victory Events roll, and receives a free Air Sortie / Air Power token before the next battle. Play next.
Axis grand campaign results (South sheet, printed below the campaign):
- Minor Victory: "Von Rundstedt, you conquered the Ukraine and came close to taking Rostov. You have not had complete success, but you have done well enough to continue as commander of Army Group South. You deserve the Knight's Cross of the Iron Cross with oak leaves and swords!"
- More than a Minor Victory: "Bravo, von Rundstedt! You have inflicted heavy losses on the Soviets, overrun Kiev and the resource rich areas of the Ukraine, and taken Rostov, the gateway to the Caucasian oilfields! You deserved the Knight's Cross of the Iron Cross with golden oak leaves, swords and Diamonds! You are the first to be so highly honored!"
Grand Campaign (Axis): move on to Barbarossa Center or Barbarossa North if not already played.
Barbarossa South Scenarios
49 - Brody (June 28, 1941)
Setup order: 1 x1; 2 x14; 3 x6; 4 x1; 5 x1.
Briefing
- Axis Player [Germany]: Take 6 Command cards.
- Allied Player [Soviet Union]: Take 4 Command cards. You move first.
Conditions of Victory
- 5 Medals.
- Dubno is a Temporary Medal Objective for the Allied forces.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on Russian 4-figure T-34 tank units (Troops 2 - Specialized Units).
- All Allied and Axis infantry units are mechanized or motorized infantry units (Troops 2 - Specialized Units). Badges are not required.
- Place a badge on Russian cavalry units (Troops 8 - Cavalry).
- The Axis infantry unit with the battlestar token is led by Der Panzergraf. The token functions as a Heroic Leader (Actions 8 - Heroic Leader).
50 - Pripet Marsh (July 16, 1941)
Setup order: 1 x10; 2 x12; 3 x16; 4 x1; 5 x3.
Briefing
- Axis Player [Germany]: Take 4 Command cards.
- Allied Player [Soviet Union]: Take 4 Command cards. You move first.
Conditions of Victory
- 4 Medals.
Special Rules
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on the Soviet T-34 tank unit (Troops 2 - Specialized Units).
- An ordered armor unit may only move up to 2 hexes and battle.
- The Air Power card must be played as an Artillery Bombard Tactic card instead: "Issue an order to all Artillery units. Units may move up to 3 hexes or battle twice."
51 - Kiev (September 01-30, 1941)
Setup order: 1 x8; 2 x1; 3 x3; 4 x4; 5 x3; 6 x5; 7 x2; 8 x1; 9 x1; 10 x1; 11 x6; 12 x5; 13 x3.
Briefing
- Axis Player [Germany]: Take 6 Command cards. You move first.
- Allied Player [Soviet Union]: Take 5 Command cards.
Conditions of Victory
- 5 Medals.
- The 4 hexes of Kiev are a Temporary Majority Medal Objective for the Axis forces.
Special Rules
- Blitz Rules are in effect (Actions 15 - Blitz Rules).
- Russian Command rules are in effect for the Allied player (Nations 2 - Red Army).
- Place a badge on the German engineer unit (Troops 4 - Combat Engineers).
- Place a Sniper badge on the Allied single figure units (Troops 10 - Snipers).
- The Train (Troops 5 - Trains) is an Armored Train (Troops 7 - Armored Trains) and carries 1 Russian artillery unit in its wagon.
- The two Russian infantry units on the front line occupy field bunkers (Terrain 22 - Field Bunkers).
- The hedgehogs represent antitank ditches and other obstacles to vehicles (Terrain 5 - Hedgehogs).