Omaha Beach - D-Day Landings Breakthrough

Historical Background:
The 3-mile stretch of beach codenamed Omaha was the heaviest defended sector of the Normandy landing sites. The Germans had built resistance nests into the cliffs, barricaded positions on top of the naturally defensive terrain and positioned powerful artillery batteries overlooking the landing site.

The preliminary Allied naval bombardment and bombing overshot the coast entirely, so that the German defenses were intact when, at 6.30, the DD tanks started to come ashore followed closely by the 116th and 16th Regimental Combat Teams. Strong currents and the rising tide meant that the American troops landed in the wrong places, causing confusion that was made worse by the extremely effective German machine gun and artillery fire.

With the sea wall offering the only protection on the beach, American forces had limited success pushing inland until the second wave arrived at 7.00, breaking the stalemate in several sections. The first breakthroughs were made between the E-1 and E-3 exits and the Americans managed to capture St. Laurent but had to deal with pockets of resistance all along the front. Progress continued to be slow across all fronts as they pushed inland, suffering devastating losses.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Briefing:
Axis Player [Germany]
5 Command cards.
Draw two Command cards after turn 1. You will then have a hand of 6 Command cards for the rest of the battle.

Allied Player [United States]
5 Command cards.
Draw two Command cards after turn 1. You will then have a hand of 6 Command cards for the rest of the battle.
You move first.
Conditions of Victory:
16 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 Omaha 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.
Special Rules:
Reinforcement rules are in effect (Actions 28 - Ground Reinforcements).

Place badges on the German Elite Infantry units and on the American Ranger units (Troops 2 - Specialized Units).

The Axis Artillery units marked with Heavy Anti-Tank Gun badges are Flak 88 (Troops 23 - Heavy Anti-Tank Guns).

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 unit equipped with a Machine Gun (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 link

Setup Photo:


For the first game I took axis side and my opponent took allies side.
The first game began with an allied landing on their right flank section but an axis’ Artillery Bombard destroy 2 units. Allies continued their landing in all sectors but the beach defense was very strong and axis brought his supported infantry (that was on the baseline) to the frontline and caused heavy losses. But despite heavy losses allies cleared their left flank and center beaches and began to push inland. Axis compress all their few firepower to stop the allies that were now exiting the beaches. Allies tried to continue their advance but they were forced to stop for clearing their flanks. Axis use this break to regroup and caused many losses to allied infantry that was attacking them. Allies tried a last desperate attack with intention to clearing their right flank beach but they were pulled back. After this attacks, axis played behind enemy lines, eliminate a single-figure unit and took the left-flank beach for a 16-12 win.
End photo:

For the second game we changed sides and begin the landing. Allies played a barrage that destroyed the Flak-88 in the bunker. Axis played recon in force, retook the bunker and scored a medal. Allies started an attack in center and brought their artillery behind the sea wall. Axis scored one more medal next turn and took an armor unit as reinforcement. Allies then played firefight and weak 4 units but didn’t score any medal. Axis played a probe on their left flank and weak one Rangers unit. Allies played an armor assault, took 1 medal and weak down to a single figure the elite unit that was standing in the axis left flank. But axis played medics and mechanics and recover almost all figures from that elite unit. Allies played next turn another armor assault and took 2 medals plus two beach sections. Axis brought their supported infantry to the front line but an allied barrage scored two hits against it and forced it to retire. Axis brought one more armor at reinforcements and a row of tanks and infantry reinforcements began to form on the road to the beach. Trying to stop and destroy the German armor, allies attacked the column and scored 2 medals from infantry units. Axis played armor assault next and destroy one armor unit but allies counterattack the German armor and took one medal. Axis’ armor tried to reach the beach but the allied units resisted heroic and stopped the panzers offensive. Same turn allies occupied their third town hex, took one medal and won 16-7.
End photo:


Axis’ tanks and infantry column:

Conclusion: a good scenario a bit challenging first rounds for allies but if they land their guns behind the sea wall they take at last 1 beach section.
If you played this scenario (breakthrough or extended breakthrough) please share here your experience.