D-Day: Juno Beach - June 06, 1944

Operation Neptune
Western Front By: RBorg - Last update: 07/18/2014
Axis Player: Allied Player:
x6 x12 x6 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:
Juno Beach was a low, open shoreline guarded by German defenses and strong points along the length of the coastline. The powerful 3rd Canadian Infantry Division was tasked with linking the two British beaches of Sword and Gold, and capturing the Carpiquet airfield west of Caen.

At 7.45 the Canadian forces began to land with support of Duplex Drive (DD) tanks and Hobart?s Funnies. German positions around Bernières and other strong points inflicted heavy casualties, causing confusion among the Canadian forces and forcing them to eliminate the threat before pushing inland.

Had they been able to advance more quickly they would have discovered an open path to Carpiquet airfield, but by the time the Canadians were able to advance inland, German resistance had stiffened. Initially held up by Allied air forces and confusion at German High Command, reinforcements including the 12. SS-Panzer Division had finally moved into position. Although the Canadian forces managed to advance the furthest of any Allied landing force on D-Day, no more progress was made for almost a month with fierce fighting on both sides.

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

Briefing:
Axis Player [Germany]
3 Command cards.
Draw two Command cards after turns 1 and 2. You will then have a hand of 5 Command cards for the rest of the battle.

Allied Player [Canada]
6 Command cards.
You move first.

Conditions of Victory:
13 Medals

Town Control rules are in effect (Actions 29 - Town Control). The Axis player is in control of all the town hexes on the map at the start of the battle. The Axis player starts with 2 Temporary Victory Medals on his Victory Stand for controlling the towns. If the Allied player takes control of at least 3 town hexes, he takes a Temporary Medal from the Axis Victory Stand and places it on his own Victory Stand. If he controls at least 5 town hexes, he takes the second Temporary Medal from the Axis Victory Stand and places it on his own.

Beach Control rules are in effect (Actions 30 - Beach Control). The Axis player is in control of all three beach sections on the Juno Beach map and gains 1 Medal for each beach section he controls, starting with 3 Temporary Victory Medals on the Axis Victory Stand. The Allied player will gain 2 Medals for each beach section that the Axis side no longer controls.

The Carpiquet Airfield is a Temporary Medal Objective worth 2 Medals for the Allied player.

The Allied player gains 2 Permanent Objective Medals when the first bridge is constructed across the La Seulles River. The only way to build the bridge is to use Hobart's Funnies units that were equipped with the bridge accessory.

The elimination of an Axis Big Gun Artillery unit counts as two Victory Medals. When the last figure of the Big Gun Artillery unit is eliminated, place both the figure and Big Gun Badge on the Allied player?s Medal Stand.

Special Rules:
Reinforcement rules are in effect (Actions 28 - Ground Reinforcements).

British Commonwealth Forces Command rules are in effect (Nations 5 - British Commonwealth Forces).

Place badges on the German and Canadian Elite Infantry units (Troops 2 - Specialized Units) and on the German engineer unit (Troops 4 - Combat Engineers).

Place a badge on the German Big Guns (Troops 3 - Big Guns).

The Axis Artillery unit marked with a Heavy Anti-Tank Gun badge is a Flak 88 (Troops 23 - Heavy Anti-Tank Guns).

Hobart?s Funnies rules are in effect (Troops 26 - Hobart's Funnies). For each Hobart Funnies unit, the Allied player replaces 1 figure with a Churchill Tank figure equipped with an accessory of his choice.

Place a Battle Star on the Supported Infantry (Troops 27 - Supported Infantry) and Supported Armor (Troops 28 - Supported Armor) units.

Special Weapon Assets late war rules are in effect (SWAs 4 - Special Weapon Assets Late War) for the units equipped with Anti-Tank weapons (SWAs 5 - Anti-Tank Gun Late War), Mortars (SWAs 6 - Mortar Late War) and Machine Guns (SWAs 7 - Machine Gun Late War).

Allies have Air Superiority (Actions 34 - Air Superiority).

Off-Map Artillery Support Rules are in effect (Actions 35 - Off-Map Artillery Support), for Allied forces.

Air rules are not in effect. The Air Sortie cards are set aside and not used in this mission.

Scenario Bibliography:
Note that because of software constraints, the upper part of the scenario is missing.

Set-up Order
11 
24 
2
9
2
1
8
1
1
8
14
11
1
2
6
5
2
1
1
2
37
4
6
6
7
1