Victory Results:
 0 %
Record a victory for BOTTOM ARMY  100 %
Total plays 4 - Last reported by alecrespi on 2023-04-20 09:32:18

The Bridgehead: June 8, 1944
After the 12th SS pushed back the Royal Winnipeg Rifles, the Canadian Scottish Regiment was moved into position for an assault on elements of the 25th and 26th Panzer Grenadier Regiments at Putot-enBessin.
On D-Day, with the Scottish in the lead, the assaulting 7th brigade advanced a total of six miles farther inland than any other assaulting brigade of the British Second Army. - 


  Canadians German
  3rd Infantry Division 12th SS Panzer Division
Division 1

The Canadian Scottish Regiment
4 Squad Bases

- 12 Regular Infantry
- 1 Elite Infantry
- 1 Officer
- 1 Mortar Crew

1x Medic

25th Panzer Grenadier Regiment
3 Squad Bases

- 6 Regular Infantry
- 1 Officer
- 3 Elite Infantry
- 1 Machine Gun Crew
Division 2

The Canadian Scottish Regiment
4 Squad Bases

- 12 Regular Infantry
- 1 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

26th Panzer Grenadier Regiment
3 Squad Bases

- 7 Regular Infantry
- 1 Officer
- 1 Machine Gun Crew
- 1 Mortar Crew

1x Medic

Strategy Decks Command 1 Ground Support 1
Starting Strategy Cards 2 2
Operations Cards - -
Deployment Zone Any first row on 3A or 7A. Any first two rows on 11A or 1A.
Starting Initiative Initiative Token  

Control the majority of building hexes (at least 3). 
Control as defined in the core rules on The Command Phase. So once a side establishes control, until an opponent unit enters the building, it remains controlled regardless of friendly units on the hex.


Have the most figures left at the end.
This applies on in the case of neither side having control of the majority of the building hexes. So for example, if both sides control two building hexes each, neither side has 'majority control'...victory is then determined by surviving figures.

Rounds 5
Actions per turn 2 2
Reinforcements - -
Special Rules - -


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Discuss this article in the forums (2 replies).
alecrespi replied the topic:
1 year 1 month ago
Tried this scenario solo, deploying all German units behind buildings (without strategy cards)

The British advanced undisturbed, but now they will have a lot to fry trying to enter the buildings!
Also because the Canadians have to fire and move... let's see how many survive...

We can say that to protect the buildings the machine gun played its part.
(2 miniatures lost to the Germans against 8 lost to the Canadians)
... pity that the initiative is always for the Allies!

5th and last round... if the buildings remain like this (2vs2) we are going to count the fallen soldiers!

Unfortunately the Allied mortar silences everyone: 1 shot to wound (out of 2)... and the 2 machine guns (no more soldiers) go home! (see dice results in the picture)

German mortar fires  "to pin" and sends home 2 Canadian squad bases in a row!

Last allied unit on the last round... the Canadian manages to enter the vacant building (there are no more Germans in OP fire).

Had the Germans managed to hold the 2nd building the figure count would have been:
- Canadians casualties = 15 (3 full bases and 3 men in the field)
- Germans casualties = 14 (2 bases with MGs and 2 full soldier bases)
...then the Germans would have won!
alecrespi replied the topic:
1 year 1 month ago
Yesterday we played this scenario 3 times in a row and the Canadians won them all.

This is a short list of the critical issues we encountered:
  1. the disparity of troops is considerable (8 vs 6 in favor of the Canadians) since the Germans do not start in a defensive situation and do not control the buildings right away.
  2. thanks to the officers and the proximity, the allies manage to enter the central building without fearing any attack from the axis (since there is no line of sight and the Germans have to advance).
  3. from the second round onwards the Canadian machine gun inside the building manages to target any Germans who set foot in the surrounding buildings
  4. once the central command point has been taken, the Canadians have the possibility to maintain the initiative for the whole game (and also play strategic cards, since they are cheap).
  5. depending on the German advance, the allied infantry can decide whether to advance using the cover of the forest (on the left) or whether to advance on the hill (on the right) in an open field. Retaining the initiative, in the following turn they can carry out one or more concentrated fire actions with a dozen dice.
  6. the Saboteur card from the German Ground Support deck seems too expensive (2) and not very useful, it could be removed from the deck...
I'd like to know if anyone has played it and had other experiences with the results.