Memoir '44 D-Day Landings Memoir '44 D-Day Landings

The Falaise Pocket - The big picture - August 16, 1944 - August 21, 1944

Operation Tractable - RIGHT FLANK BREAKLORD SCENARIO
Western Front By: Burdie Smith - Last update: 04/18/2012
Axis Player: Allied Player:
x5 x12 x5 x12
    first You play first


There are problems with this scenario: it cannot be set-up using the standard terrain tiles of Memoir '44 and the selected extensions. There are too many terrains of one or more types. Please contact the author.

Historical Background:
THE ABOVE WARNING IS INCORRECT DUE TO A BUG IN THE M44 SCENARIO EDITOR!!! THIS SCENARIO CAN BE SET UP USING THE COMPONENTS AS STATED IN THE BRIEFING PART.

The battle of the Falaise Pocket, fought during the Second World War from 12?21 August 1944, was the decisive engagement of the Battle of Normandy. Taking its name from the pocket around the town of Falaise within which Army Group B, consisting of the German Seventh and Fifth Panzer Armies became encircled by the advancing Western Allies, the battle is also referred to as the Falaise Gap after the corridor which the Germans sought to maintain to allow their escape. By the evening of 21 August, the pocket was closed, with around 50,000 Germans trapped inside. Although it is estimated that significant numbers managed to escape, German losses in both men and materiel were huge, and the Allies had achieved a decisive victory.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing:
You should play this scenario together with the right flank scenario of the same name. You will need 3 base games (for the axis forces and tiles) as well as 2 terrain packs (for the roads and rivers), 2 countryside breakthrough maps, a pacific theater expansion, a mediterranean theater pack, battle maps for the half tracks, tigers and trucks, 1 winter wars pack for the machine guns and mortars and off course an air pack (the planes had a very important role in the battle for the Falaise Gap).
When putting the 2 game boards together you will notice a few tiles (5) missing. From top to bottom: straight road tile, curved river tile, straight road tile, curved river tile and a hill tile
Both players receive 10 cards and I recommend to play with overlord cards in a 1 to 1 game

Conditions of Victory:
For the axis:
24 medals:
- 12 units have to escape
- destroy 12 units of the allies
For the allies:
24 medals (destroy 24 units)
You move first

Special Rules:
Special Weapon Asset rules (SWAs 4 - Special Weapon Assets) are in effect for the allied and axis units equipped with Anti-Tank weapons (SWA 5), Mortars (SWA 6) and Machine Guns (SWA 7)
Air rules (version Overlord) are in effect: remove the air sortie and air power cards from the deck. The allied player can order 6 planes (he receives 6 air tokens instead of air sortie cards) throughout the game, the axis none!
Place a badge on the axis Half-Track unit (Troops 18 - Half-Tracks) Supply Vehicle rules are in effect (Actions 24 - Re-Supply)
The axis special forces armor troop is a Tiger (Troops 16 - tigers)
The rope bridges can only be crossed by infantry, not by armor or artillery!
British Commonwealth command rules are in effect (Nations 5 - British Commonwealth)
There are house-rules for the retreats (the allies always have to retreat towards the outside of the game board - the axis retreat always to the middle of the game board (exception: when they are on the middle line they retreat away from the enemy who made them retreat))

Scenario Bibliography:
http://en.wikipedia.org/wiki/Falaise_pocket
http://militarymaps.narod.ru/osprey_e.html

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
3
1
8
1
1
20
23
8
18
4
1
4