Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

A month »fier the D-Dav invasion of June 6. 1944. the Allied armies were still trying to break out of the Norman* beachhead. Operation Goodwood was conceived to shatter German defenses with a massive air bombardment prior to the ground assault by Allied armored units. Tactical surprise was achieved, but just enough German forces survived the ColOSSal aerial OMR* 10 stop the Allied tank columns bandy short of their objective. The lessons learned, however, enabled the Americans to succeed with their breakout attempt in Operation Cobra about a week linen.


  British German
Division 1

5 Sherman M4A1s

2 Squad Bases
- 6 Regular Infantry
- 2 Officers

1 Tiger I
2 Opel Blitzes

2x AntiTank

Division 2

5 Sherman M4A1s

7 Squad Bases
- 2 Elite Infantry
- 19 Regular Infantry
- 1 Officer
- 2 Machine Gun Crews
- 1 Mortar Crew

1 Tiger 1

1x AntiTank

Strategy Decks Artillery 2
American Air Support 1 (remove Paratroopers)

Artillery 1
Ground Support 1

Starting Strategy Cards 2 1
Operations Cards - 031 King Tiger Tanks
Deployment Zone During the Action Phase of round 1. the British player may move his tanks onto the board with a movement or move and fire action. He may use either hex with a green border. The tanks are considered to he moving from a road hex. Division 1: Tiger I in the hex with the grey border on map 7B and the rest of the division on any hex with a grey border on map 30B.
Division 2: Any building hex on map 30B and south of the road on map 29B.
Starting Initiative Initiative Token  
Objective The British immediately win if they exit three or more tanks off the map using the road (the blue hex) on board 30B by the end of round 8. The Germans win it the Americans are unable to fulfill their objective by
the end of round 8.
Rounds 8
Actions per turn 3 3
Reinforcements See the following page.
Special Rules
  • Before German Division 2 deploys, roll a die. On a 1 or 2, the German player receives 4 squad bases and chooses from the figures listed to fill those bases. On a 3-5, he receives S bases. On a 6, he receives 7 bases. All Division 2 squads are initially pinned from bombardments.
  • The British player(s) may designate two of the starting Sherman as the British Firefly configuration. Mark these with victory objective markers. These tanks increase their range against vehicles to 8 and increase their firepower against vehicles to 12.
Terrain Features
  • All streams are shallow.
  • Buildings are destructible.
Weather The weather is considered "Clear Skies" for this scenario. No weather checks are made.


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Discuss this article in the forums (2 replies).
alecrespi replied the topic:
1 year 3 weeks ago
Grand Stone (Mar 16, 2011)

The german just has to realize that they need to:
1) play agressive
2) keep the goal in mind. KIll enemy tanks! Nothing else matters. (use infanteri, artellery, mortars and whatever you can throw at the enemy tanks)
3) Dont bother moving the King tiger tank. Its way to fragile. Put it on op-fire mode and wait for the shermans to come.
alecrespi replied the topic:
1 year 3 weeks ago
Aussie_Digger2 (Aug 20, 2011)

Just finished playing Operation Goodwood,

was a fun game, I played as the british and won at the start of round 8 with my first 3 actions. I saw were my friend made a few mistakes that did make my advance a little easier (he decided to move the KingTiger from it position blocking the road i had to exit on and get it into battle, he rolled a 6 so it was abanded as per the kingtiger operations card ..good news for me) although he did slow me down during the middle of the game with fire and movement, retreating back and blocking my path forcing me to fight and eliminate all of his units (he had 2 squads left with one fig each)

Anyway during the game alot of artillery and air support cards were played (2 - 3 every round) but the most they ever did was one eliminated 2 figures and another 1 figure. It just seems to me that these cards are underpowered as you have had to make contact with your target and then make sure your round dosnt drift, and then you get to make the attack 4 or 5 dice which cover and armour seem to cancel out just about every time . (the examples i gave of the losses were in open terrain). To me armour shouldnt roll their full amout of armour as the rounds are hitting from above. Or (i think this may be better to keeps things simple) arty and air support cards should hit on 4,5,6. As they stand at the moment they just seem to wast an action, I have gone from (when first playing ToI) ohh no arty coming in ahhh... to hmm arty no problem, just hope i can survie that enemy squad with the 2 elites in it. These cards should make us worried but they just don't. A double mortor squads 50mm rounds are more potent than the artys 105 - 155mm rounds !