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TheGameof France,1940 4... German Blitzkrie Ae — intheWest 9 TheGame of RULES OF PLAY: STANDARD GAME INTRODUCTION The Standard Game rules serve a dual purpose 1. They provide Players witn 9 fast playing easy-to-learn game, 2. They form the foundation onto which the ‘optional rules may be added to create a more ‘complex and reaistie srmulation, The Standard Game could more accurately be alle "the game player's game.” It is designed for those who wish to emphasize “playability without excluding simulation accuracy. The Optional rules, on. the over hand, stress ‘simulation-Indewail” at the expense of piey ability. It should not be inferred feom this, howover, that she Standard Game is simply 3 watered down variant of the Optional Came, Both are complete games in thoir own ght fee shoring @ common set of equipment and ech based upon the same premises, All Players, no matter now experienced, should play the Standard Game first If you go on to the Optional rules, don't decsive yourself into thinking that by daing so you are taking a step up more accurately you would be taking 3 step "Into" [into greater complexity, that i). ‘We believe you will find bout games chal lenging ana equaly vali GAME EQUIPMENT ‘The Game Map: The 22" by 24” mop sheet portrays the area of Northern France, the Low Sountriee and Western Germany in which the ecisiva operations of the Invasion of France (1940) 100% place, A nexagonal grid is super imposed upon the map in order to requarize the movement and position af the playing ‘The Playing Pisces! Two differently coloras sets of playing pieces (nencefortn known as Units} are supped, They represent the opDos ing armies in the eampoign, that did, of could have, fought the original battles, The epposing Gorman anc Alling’ Forces in each of the varying Orders of Batts are composed by Selecting units trom thove provided on the unit sheet. It is strongly recommended that the layers sort their uss Uy type and color, and oan. them sgragated by storing them in separate, labeled envoloper, This greatly facil tates setting up the game. The playing picces ate distinguished by type. stranath, and mobil lity. 98 teprewnted by various numbers: and ‘symbols printed on their faces, Typical Playing Piece Yi. size Symbol (yon oeiion 78 Movement Allowance Unit Type Comat Strong (attack & Defense) Unit Symbols ‘ = (Mechanized Infantry Armored Cavalry ‘Non Mechanized Units: FI intantey 1 ariery 2 canary CE) Paratoovs BS pirtanding T1000 ‘ie Units: Ground Support Element + @ Aircratt Element MW eaxation x erigede I Regiment XX Division XXX corps {Combat Strength: this umber represents the base offensive and datensive strength of fiven ‘unit The unitotmeature of combat Sirengtn is the Strength Point, for exampie, unit with 9 Combat Swengtn of "6" ean altornatively be spoken of a3 "six Strength Points Movement Allowanes: this nurnoar represents the bisie, maximum distance = unit may be ‘moved [in terms of hexagons) in the course of 2 single Movement Phase, The unit-of-measure Sf movement is the Movement Point. For exemale, a unit which i being moved a distance of ane hexagon may be soid to be Sxpandding one Movement Point trary its total Movement (point) Allowance Unit Type: this symo! indicates the kind of military unit being represented by a given Playing piece Unit Size: this symbel indicates the organiza tional size of the military unit being repre sented by 8 given playing piace: for example, xx" indioates 9 corps sized unit. Unit Dasignation: this number ie the historical mame” of tho unit. In some ator, thie umber fe puraly an aroitrarily ssigned ident: ticatien-numper' meant for game. uss. only (such as with the Air units). The double lightning bolt device seen on some German units indicatas 9 unit of the SS (Nazi “elite” political reaps). Non French Allied units ara further identified as 10 rationality by the leer abbreviations located to the lett of their Type symbols: B= Belgian, D= Dutch, UK= United Kingdom (British). Nationality Al the greenish gray pieces are German units all the other unite are Allied units (French, uten, Belgian and gritishl Game Charts and Tables: Various visual vids ‘are provided for the player to simplify and Hastate certain game functions, These are the Combat Ril Table (CRT) the Turn Record (Chart, ih Terrain Effects Chart and the Order of Battle Alternatives Cards. Ech of these charts are fully explained where they are presented. GENERAL COURSE OF PLAY Franee, 1940 1 basicaly a wo-plaver game Each Player moves nis units and executes attacks in tum with the objective being to estroy Enemy units, hile minimizing Friend: ly unit losses Combat i resolved by compar ing the stength- numbers of adjacent opposing Units and expressing the comparison as a simplified probability ratio (adds). Adie is Tollad andthe outcome indicated on the Combat Results Table 5 applied to the units being attacked, (See Combot Results Table for greater detail SEQUENCE OF PLAY France, 1940 is played in turns callod Game Tums, Each Game Turn consits of to Player Turns. 3 German Player Turn snd an Allied layerTurn. Each. Player Turn consists of three Phases an Initial Movement Phase, 3 ‘Combat Phase, 2nd a Mechanized Movement Phase. ‘The Gormon Player Tuen slways comes first in given Game-Turn. “The following Sequence of Play Outline details 1 events and actions posible in given Game-Turn, The actions taken by the Players in given Gamve-Turn must bo executed in the exact sequence jnsicatod by the outline, Any faction taken out of sequonce is a violation of ‘the rules, Certain parts of the outline are only used if optional rules. are emoloved: these Sections are indicated with an asterisk (*), Sequence of Play Outline GERMAN PLAYER TURN 1, Gorman Initial Movernent Phase {a} Execute and land all German Interception {&) Mow all German ground units as desired within’ the limitations of the rules of movernont {c}* Allocate parachute battalions to be drop ed and sirlanding repiments assigned to fol low drops. (a)* Execute parachute drops. Remove unsue cossful (destroyed) battalions as they are lost {e}* Exocute assaults against Alliod fortiica ‘ion hexes being made by surviving parachute tunis. Romove parachute battalions destroyed in assaults. (1* ‘Land allocated irlanding regiments on surviving parachute unis. {9} Fly Garman Air Superiority missions 2. German Combat Phase {a) Allocate and announce all attacks by German ground units against adjacent Allied (b) Fly German Close Support missions {c) ResoNe combat, extracting loses as they ‘occur and landing Close Support missions. at the attacks which they are supporting are resolved {d) Resolve German Ai Superiority missions, landing Aircraft Elemants 35 tele missions are resolved, 2, German Mechanized Movement Phase a) Move all German Mechanized units, 0s asrad, within the limitation® of the rules of movement. This movement is in addition to ‘any movement’ made by thos same units ‘uring the Initial German Movement Phase, () Fly German Interdiction and Combat Air Patrol Missions. {0} Allied Player lands Allied Interdiction ond Combat Air Patrol missions ALLIED PLAYER-TURN 4, Allied Initial Movement Phase {a} Execute ond fond all Allied tnterception ‘missions, Exocute* Sea Evacuations, (©) Move all Allied Ground units 05 desired, within the limitations of the rules of (€) Fly Allied Air Superiority missions 5, Allied Combat Phase {a) Allocate and announce all atacks by Allied ‘round units against adjacent Gorman unit (b} Fly Allied Close Support missions (e) Resolve combat, extracting losses as they ‘occur and landing Close Support missions 9s ‘the attacks which they ore supporting are resolved. (a) Resolve Allied Air Superiority missions, landing Aircraft Elements 3: thei missions are resolved. 6, Allied Mechanized Movement Phase {a} Move all Allied Mochanizad unite as esirod, within the limitations of the rules of movement. This movement it in addition to any_movement’ made by those same unite uring the Initia Allicd Mowemant Phas, (0) Fly Allies tnterdiction and Combat Air Patrol missions (c) German Player lands all German Interdic tion and Combat Air Pottol missions ?. Rocord the passage of ono Game-Turn on the Time Recotd by moving the marker one space. Repeat the procading six steps an the Outline until wn’ Game Turns have been completed, Until they gain thorough knowledge of the game, Playors should use the above outline ae @ hocklist” for each Game Turn, All of the ‘2ctions and missiors alluded to in the outline ‘re fully explained in the various, pertinent tales sections, MOVEMENT Goneeat Rote During the Movement Phasss of 9 Player's turn, the Player may move as many of as few fof his units os he wishes. Each unit may be mavod as many Rexos a desiod within th limits of its Movement Allowance, tho Terrain, Effects Chart, and the Zone of Control Rules, Procedure: Move each unit individually. trac ing the path of ‘its movement. through the hexagonal ged cae: (A) Movement is calculated in torme of hex ons. Basically sscn unit expends ane Mover mont Point of its total Movement. (point) Allowenee ‘or each ex emered. To enter some types of hexes, more than ane Movement point expanded. Sea the Movement section of the Terrain Effects Chart far a full list of ‘hese differant “antry costs (B) in any given Moverant Praca af & Pyar Turn, the Player may move all, some er none of his units (with the eeoption thet only rmochanized units may be moved during the Mochanized Maverent Phase). Movement 1s never raquire, iis voluntary, (C) Units are moves individually in sn direction or combination of directions. A unit ‘may be movad as many oF a5 faw exes othe Dwvning Player desires as lang ab its Movernent Allowance is not exceeded in 3 single Move- mane Phase Unussd Movement paints hove ever, may not be accumulated from Phase to Phase or tansterred Irom unittoun't (D1 No Enemy ground movement is permitted during Player's Mavernent Phase (EI No compat [Enemy or Friensiy] may take place during a Movernent Phase (F) Friendly units may pass through or onto fother Friengly units as long as there are never ‘more than theee Friendly units inthe same hex the same time, In other words, 3 Unit may ot entar or pase through hex containing hres omer Friendly unite, (Soe Stacking ule (6) Units may never enter or pass through & hex containing Enemy unit, i) Units may move over differant types of terrain-hexae in the came Moverant Phase long as they have enough Movement points ta expend as they enter each hex STACKING (more than one unit per hex) Goneral Rue: ‘As many as thrae Friendly units of any type or combination of types. may occupy the same hex a the sme time comes A) Stacking limitations apply at all times, ‘even during the Movement Phase of a Player Torn (8) Although up to three units may be stacked in single hex, only. one eorpe (or one corps-equivalent! inay attack from or detent i that hex. A corps is any single unt having 3 cotpssized symbol on it ("xxx"). A corps ‘equivalent i Considered to be any threo unite (of smaller than corps ste (divisions, regiments brigades). Exarrple of a coros equivalent” one division plus two brigades. (C} Each two-etement Air unit ie considered to be one unit for stacking pursones (D) Aireratt Elements tiving inthe air do not ‘count against the stacking limits of ground ZONES OF CONTROL Generat Rute “The six hexagons immediately surrounding a ‘ivan unit (or stack of units) constitute that Unit's Zone of Comrol. These are sei. active Zores of Control which have an inhibiting feffect upon Enemy movement, but donot affect Enomy combat Hexes upon which a ‘nit i exerting Its semi-active Zone of Contr °9 called eontrotiad exes Procedure: All units (except air units) have identical Zones of Contol, they inhibit the moversent And in cortain cass, the supply lines of Enemy, case: (A) All units must expend three additional Movement Points (MP) above and beyond the ordinary movement cost, 40 enter an Enemy Controllad hex trom another. uncontrolled hex. They may not enter an Enemy Zone of Control tard this be able to attack) unless they have the throe extra Movement Points to 18) 7 costs two aaaitional Movement Hoints to leave an Enemy controlled hex. This cost is ‘above and beyond the ordinary movement cost forthe terrain. (C) 1 you mow directly from one controlled hoe of an Enemy unit to another controlled hex of the same of any other Enemy uni, it cons five additional Movement Paints (shri plus two, as outlined in Cases A & 8) Example It a German Armored unit were to ‘enter a French Zone of Control in the forest, t would expend five Movement Points in moving fone hex: three for entering a Zone of Control fone for moving one hex. one additional for ‘armor moving inthe forest. If the same unit ‘were to leave one controlled hex for another Controlled hex, it would expend seven Move ment Points (ives plus two plus one plus (one). This is the maximum any unit would be forced to expend in moving one hex 10) 119 nex 8 controlieg by more than one Unt, it sll costs only thrae additional Movs ment Points 10 enter such hox, This strug for all movement costs, eg, entering 2 hex with more than one Zone of Control never costs ore adaitional Movemant Points than anter Ing a hex with one Zone of Control, inclusting the single hex Zone of Control exerted by an imerdicting aircraft unit (E) For movement purposes, Enemy Zones of Control do extend into adjacent hexes contain. ing. Friendly units Far supply purposes or ‘ation conducting a tetreat mandated by the Combat Results Table, Enomy Zones of Con Wol do net extend into Maxes occupied by Friendly units, nor, in the case of Allied unite do Gorman Zonet of Control extend into ‘Maginot Line hexes for these purposss, Once 3 octfied hex has been destroyed, however, it ‘no longer rlinws the wlfect of German Zones ‘of Control upon Allied retreats and supply Fines COMBAT Genera! Rul Combat occurs between adjacent opposing lnits_at_the discretion of the Player whose Combat Phase its The Player whove Combat Phase it, 1 considered to be the Attacker reve fae Sack te ere Brea (ze reer attacking units involved in a specific attack nd compare it 10 the total Defense Strength Of the unit in the hex under attack. State the comparison as. 9 probability ratio. Attack Strengths toDetense Strengths. Rourd.ott the ratio downward to conform to the simplified fadds found on the Combit Results Table, roll the die and vead the result on the appropriate Vine under the odds, Apply the result immodi ately, before going on to resolve any other Stacks Heing made during that Combst Phase cases: A) During the Combor Phose of his turn, Player may only attack those Enemy unitt 10 which Friendly units are adjacent. Only those Friendly “units dvectly adjacent 10a given Enemy unit may Borba inte attack upon (8) Unite adincent. to Enemy units are aot compelled to attack noe ors the attacking Player nave to utilize every adjacent uri fhe does decide 10 attack Attacking is completely ‘voluntary (C1 No unit may attack more than once per Combat Phase” No" Enemy unit. may be attacked mare than once per Combat Phase (0) More than one Enemy occupied hex may be attacked by a given atacking unit (OF foup fof attacking units), that is t0 say, different Sotonding unite on ifrent hexes may te treated 4 the abjects of an attack which might tbe made by one hex group af attacking units the attacking units nappen to be adjacent to two oF more Enemy-occupied hexes, IE) An Enamy occupied hex may be attacked by as many attacking units ab con be Brought 1o bear. Conceivably, as many a8 si corps lor corpeequivalants| could be brought to bear against an Enemy neta hex (F) Defending units stacked in the same hex may only employ the Detense Strength af one corps (or corps-equivatent). The Defender ‘chooses which of his units in a given tex will bbe used in the defense of that hex. He does not Ihave to reveal his decision until the Attacker announces which of his units he will use in the fttack. The Daferdor may choose to defond “with fese thon one corps per hex, but he may fpever defend with more than one corps per hee (G) Only one corps lor corps equivalent) may ‘atack "fom 2 given hex 19 a given Combat Phase If a given stack of attacking nits i ‘adjacent to more than one Enemy held hex then separate units nthe Attackers stack my bbe involved in litforent attacks (against the different enemy haxes! as long as the total of the attocking unit does not exceed one corps. ‘The Attacker may choow 10 attack with te man one corps, But he may aver attack with ‘more than ane corps from 3 given hex (H) Combat Results apply. to all of the Defenders units in a gwen hex leven those Uunite which did not actvoly participate in the forse of that hex) Combat Faults pertain ing. to. the Attacker apply only to. those attacking units which actually participated in the attack; those units which the Attacker could not” or would not use in an attack ing from a given hex, are Unatected, () Combat odds are always rounded off in favor of the Detender For example: 26 Attack Points to 9 Defense Points rounds off to a "Two-t0-One" ade situation EXAMPLES OF ATTACKS A French 6.8, 58, 3-4, and 9:6 (with ar units Giving ground support) attack two German Units [a 48 and 2.8), The Germans are on the ‘other side of river, Thus the odds are "3-1" 119.6) without any additions or subtractions fn the Combat Results Tables (the prosence of the French ait-unit and the river cancel ach ther out). The Allied player roils a "4" ‘which means a "CA", The German player counterattacks the French 34 with bis 43 fond 2, The river and the French air unit are Sgnored. ar his ie» eountorattack, The rman player is attacking at "2-1" and rolls ‘This calls for a counterattack, which in this cose means that the French attacks made a lover again, exactly as before. This time the Allied player rolls a "ICA," which means that ‘the Gorman player must counterattack and subtract “one” from the die result. The Ger. ‘un player attacks "2-1" again and rolls» "a", wien becomes 2°°3", Thisroll Indicates ‘BR, which means that both German units ‘must Fetreat while only the French 3-4 that was “counter atacked"” must retreat, Thus, in ‘tfect, the French haw on the series, of [ttl for in the motorised mavement phase thay may enter the hex vacated by. the retreating German unis TERRAIN EFFECTS CHART MP-Moverent Point “Type of Terrain Effect upon Movement Effect upon Combat (UP cost per hex entered) cm) conan Wp oe serra Ne tat cma rome Gg) Mest of oer Notion fore t suane GED) Cot osha uni W Detening units rein Sha Ground Support Elements Forest or Sam exes, the tho MP per box ented: cos Attacker strc "wo" tom ier unis one MP per hex.” isdierol number (regyatas Sh the ype ot tran hat the Attackor isin) River hex-side Q No Effect tall attacking units are attacking across river hex sides, the Attacker subtracts "to {rom hisdie rll number ssasines Toit unite my 91rd no affect except as noted in Initial Placement Rules Sea @D worn Prohibited ‘Maginot Line Ce No eect on Allies Units defending agsinst attack Player's units. German upon front of Maginot Line Unite may not enter trav ad "ten" to the total except aba result of Defense Strenath of that hex combat Units defending against attacks lupon the rear of Line (or front/rear combination) may ‘add "ive" to their total Detense Strength Notes: Detensive counterattacks ignore Terrain Effects on combat. The presence of 2 Close Sunporting Aircraft Element negates the diesubtracting effects of detending units in Forest or Swamp or across River hax sides Units may not move through hex-sides which are completely covered by soa. Aircraft Ele ‘ments may fly through such nexes, however, and may also tly over Flooded/Impassable SUPPLY General Rl Units trae supply lines back to their respec tive edges of the map (Germany 10 the East. Allies t0 the South andor West. Unite not teonsidered in supply are penalized in move ‘ment and combat Procedure Units are determined to be “in supply” at the beginning of each Friendly Movement Phase ‘and may move thei full Movement Allowance if they are in supply at such time: for combat purpowrs they ate determined to be in supply fi the moment of combat 10, o defending ‘unit had been in supply atthe beginning ofthe Enemy Combat Phase, but another preceding ‘combat had forced the retreat of the Friendly Unit through which its supply line was being traced. it would be adjudged out of supply at the moment of attack. To be in supply 2 unit ‘must be able to trace a clear path of connected owes to their Friendly mapedge, no matter how devious or lengthy. as long as itis not traced through Enemy units or Zones of Controt (note that for supply purposes, Enemy Zones of Control do not estond into hexes ‘ccupind by Friendly units). cases: A) Units which are not in supply have their Movement. Allowance and Combat Strengths (attack and defense) cut in hall (rounding off 10 the lonest whole number), Units stacked together have their strengths cut in half indi vidually, although no corps lor corps equi valont) may be reduced to 9 Combat Strength Of less than “ono.” No single unit alone on a hax, may be reduced to 3 Combat Strength of less ‘than “one.” Aireraft Elements may aot fly Imissions if their Ground Support Element Gut of supply at the time of initiating. the (B) Units may remain out of supply indefinite ly, ie, unite are never lost through lack of Supply atone (C) ALTERNATE SOURCES OF SUPPLY FOR ALLIED UNITS: Allied units may also trace supply fines 10 any undestroyed Moginot (oF Bolgian Fortitication hex. Up to one Allied corps may be supplied by each such fortifca tion hex. Fortification hexes, themanves, do nt need to trace supply Hines In the Game-Turn in whieh the Netherlands is invaded. (and inthe following Game Turn) Allied unite may ‘voce supply lines off the ‘northern edge of the map, in the Netherlands. Allied unite may aise trace a supply line to the ity of Antwerp ‘under the following condi tions: Belgium has been invaded; there are no German units adjacent to any of the three contiguous river hoxcsides. which connoct ‘Antworp to the sea ang no German units have entered or passed. through Antworp. If Antwerp is cut off from the saa, it may stil Provide supply for one corps (assuming the Alles sill control Antwerp) (0) Any number of Friendly units may be supplied through the same path of hexes. Any umber of paths may be troced in order to supply units. ia. different locations. Supply Tines may be traced through any type of negotiable terrain and through any number of Friendly units. (€) Supply fines may be cut in any of the foltowing ways! 1. The intervention of an Enemy unit, oF units: 2. The intervention of an Enemy Zone of Contr. NOTE. Enemy Zones of Contro! do not interfere with supply lines being traced through o hex containing a Friendly unit Le the presence of a Friendly unit in an Enemy controlled hex negates the effect of that Zone ‘of Control (with respect to supply only!) (F) Units may deliberately move into hoxes which wil leave them out of supaly FORTIFICATIONS: ‘The Maginot Line oN FRONT aa Maginot Line hexes have an intrinsic Defense Strongth of 10 points to their front, and 5 points to their roar. They posses this Strength independently whether or not Allied units are actually in them, This Strength may be added to by ihe Allied Player by placing units in the ‘Maginot Line hex. Units obey normal stacking limits in Maginot hexes, but only ane corps (c fone corpeequivalent) may" combino its strength with that of tho Maginot hex. Moginot exes, themselves, do ot possess a Zone of Control; however, units in thom exert their Zones of Control in the normal manner Gorman units may not enter undestroved Maginot hexes. To destroy 3 Maginot hex, the Germans attack it as if it were an Alisa ‘ground unit. Only 8 "DX" result destroys 8 Maginot hex. Other results have no effect upon the Maginot hex, although such results do apply 10 any Aled units which are in that hex (ineloging a "CA" result, in which cave the Defensa Strengih of the Maginot hex is nat employed in the counter-attack) Once a given Maginot Line hex has eon destroyed, it ie treated ag “eloar” terrain for the remainder of the gimme, even if it i retaken By the Allies, Fortified hexes have the same effect upon Enemy Zones of Control as does the presence of a Friendly (Allied) unit. ie. it negates the etfect of the German Zone of Control upon Supply lines and Allied retreats Belgian Fortifications: ‘Tho Belgian Fortitien tion hexes are treated exactly as Maginat Line exes in all respects. In games in which the Maginot Line, itself, does not exist, the Belgian Fortifications do still exist games in which ‘tho optional Gorman Paratroop rule is NOT ‘sad, the Bolgian Fortifications cease to exist at the end of the first German Aovomont Phase of the German Player Turn in Which Belgium's neutrality is violate, GERMAN ARTILLERY General Rute “The two German artillery units perform in two different roles: (a) They may be used deten sively a3 regulor combat units, each unit having a Defense Strength of "1" point, or (b) they ‘ray be used aguinst Fortified hexer (Maginct and Belgian) with each unit having an Attack Strength of "10" points casos: (A) When used ageinst fortified hexes, artillery Units have a range of up to two hexes, he they may attack fortified hexes which are two exes distant or which are adjacent. A | wal 10:2 || Z (@) Artillery units attacking fortified hexes are never affected by unfavorable results (although ny regular German units participating in the Sime attack are attectad). In other words, ‘tilery units can only be retreated oF Sesroyed as a result of Allied attacks. Arti lery eam be retreated or destroyed by Allied counterattacks if the counter attackers. are ‘adjacent to the artery units (©) Artillery units may fire over intervening Enemy or Friendly units in order 10 atack 3 Fortification hex which is two hexes distant (0) when the German Player is nat employing the optional Paratroop rule, deleto the "wo German Artillery unite when the Allied Player Is using the Allied Order of Battle number 1,2, 3.5.7, oF 9, (the Orders of Battle in which thee is no Maginot Line). Leave the Artillery ‘units in the game, however, if the Paratroop ‘leis usod (sinea, in such a'case, the Artillory ‘nits will be useful in destroying the Belgian Fortifications). NEUTRALITY AND INVASION General Rute Belgium, the Nethislands, and Luxemburg are ccomidered to be neutral notions ot the start of ‘the game. Tho Allied Playor may not enter ‘ich nations (with French or British units), ‘Until the German Player tas. violated the neutrality of that nation by Invading It with Gorman fand units cases: [Al The neutrality of @ nation is violatad when the German Player moves one or more of his ‘round units into that nation. or moves ane ot his ground units along the border of that nation by moving directly from one neutral border hex to another. The neutrality of 8 nation i also violated if a unit belonging to that country is attacked by German unis (8) The German Player may move units onto reurral borders without violating that coun: try’s neutrality as long as such units do not move directly trom one border hex of thot nation to another (C) German Aircraft Elemants may overtly neutral nations without violating their neu trality. Alling Air Elements may NOT overtly neutral nations. (0) The armies of a neutral nation may be moved by the Allied Player before they loee their neutral status, Neutral units, however ‘may not attack German units, nor move out of thelr country of origin before the Germans violate their neuteality IE) Neutral units donot exert Zones of Contro! upon German, French or British units moving onto and off ‘of their unviolated borders LF) Once a neutral,country has been invaded it becomes limwediately) an active mommber of the Allied Players forces, and the restrictions ‘of neutrality no longer apply to it (G) If the only path of retreat (as 2 direct result of combat) open to an Allied unit would result in the violotion of a neutral country's border, the unit it destroyed instead. If the only path of retreat for a German unit would result in the violation of a neutral country’s border, the German Player may exercise one of the following two options: Retreat the unit {and thereby violate that country's neutrality fF consider the unit destroyed and. thereby Preserve that country’s neutral status. Remer- ber, that as soon as & country lows its neutral status, its unite are actively part of the Allied force and exert Zones af Control whieh could conceivably block the path of retreat of German units (H) See Cow “u! Paratroop rate fof the optional German I the optional Paratroop rule is not being used, the German Playor is denied tha usa of four of his Air units (including the Ground Support Element) during the entire Gare: Turn in which the Netherlanas’ noutrality 1s violated. This reflects the involvement of those Units in Northern Halland (off the board). The German Player tmay choose which Air units will "be involvad ia Helland” ae ong ae the Air Units chosen are within 18 hoxes of the north fedge of the map. [See Case "J of tho optional Paratroop rules.) AIR UNITS General Rule: Ac units, ina given Game-Tur, ae capable of fither Tying oerial missions or changing the Jocation of their bate of operation (by moving the appropriate Ground Support Element in the same fashion as any regular non motorized round combat unit)” Aerial missions ovther affect combat er Enemy movement and supply Procedure: specific noses wien may be as far aay from the ground support element as the sireratt unit's Range Allomance permits. The routine fof execution dapends upon the specific type of mission being flown Aiteraft units are not Slight. Cae: 1A) An Air unit is composed of two separate counters. the Ground Support Element, 20d the Aireraft Element, These wo counters taken together constitute ane unit for stacking purposes, There ie no limit to the number of [Rirertt Elemants which may be flying in the “airspace” over a gvon Nee ie 26. +6 (8) Only one Aireraft Element may be basod in a single Ground Support Element. only that Aireratt Eloment having the same ientitics tion number as its patent Ground: Support Element may be bowed in that particular Ground Support Element. [C) When the Ground. Support Element ‘moved, #t must have its Air Element init (on the Ground). Ground Sunport Elements are ‘moved inthe lnitiat Mloveret Phase aaly (os It they were non-mechanized units). Groune Support Elements suffer thi terrain mavemant cconts ar if thoy wore mechanized urits 0 they mast pay an additional Movamant Point Tor each forest or swamp he which they (0) Aircraft Elements may be used 10 fly any fone of five possible missions in a given Game-Turnlassaming of course that thor parent “Ground Support Element isnot mow) Garman alicratt may use all of the following missions; however, the Allied Player may not lise. Interdietion, excep! on thowe Order of Battle Alternatives where it is. specifically permitted, Aircraft Missions Player's Combst Phase). ircralt flys to a how comaining Enemy ground units whieh aro to be attacked by Friendly ground units in that Combat Phase. The presenao of a Close sup port Aircraft Element has the effect of raising the subsequent die roll of the atacking ground force by "10," 6, the die-rall ware "3 it would be raised 10.5." IF, dua to terrain, the ‘Attocker is forved to subtrast “two” trom his ‘iva, then the presence of a Clow Support Aireraft Element has the effect of negating that subtraction (and the face valve of the die ieused) niy ane Aireraft Element may fly 2 Close Support mission in a givin Enemy held hex (Close Support missions are landed immediatly ‘upon the resolution of the ground attack Ground combat results do not affect the Close ‘Supporting Aircraft Element (2) Intordition: (Airerat Element takes off at the ond of the owning Player's Mechanized ‘Movement Phase and is returned to its ase at ‘the ond of the onsuing Enemy Mechsnized Movement Phas: 0, i remains “i the sit” ‘over a specific hex during the entite Enemy Player Turn). Averait Elemants Tying Inter diction missions over a given hex have exactly the same effect upon Enemy supply and movement as it a Framdly Ground unit were exerting 8 Zone of Control in that hex. Just a8 with ground unit Zones of Control, the pres fence af an Enemy unit in the interdicted hex ates the ettact upon the supply lines (but hot upon movement) More than one Aircraft Element may fly interdiction inthe sere hex bout this does mot in any way increase the interdiction effect. Interdiction missions are subject 10 Enemy Interception |) Combat Air Patrot UAirerafe Element takes of atthe end of the owning Player's Mechan. ‘zed. Movement Phase and is returned to its base at the end of the ensuing Enemy Player's Mechanized Movement Phase: is., it remains “in the ait” over a specific hex throughout the entire Enemy Player Turn). Any number of Aircraft Elements may fly Combat Air Patrol in the same hex. AS long as Friandly Aircraft fre flying CAP over s hex, Enemy Aircraft ‘may not tly Interdiction or Close Suppert ‘missions in that hex. If the CAP i completely driven off by Enemy interceptors, however, then other Enemy Areraft Elements may, in the sama Player Turn, execute 9 Clove Support mission in that he» and/or initiate an Interdic tion mission over that hex. Combat Air Patrol Friendly found units or vacant nexes CAP ‘missions may not be initiated in Hexes which Alraady contin Enemy Aircraft units which fre coming ta the end of their own CAP oF Interdietian missions. Combat Ai Patrole do not affect movement ar supply tines, (4) Air Superiority (Aireraft Elements Take oft at the end of the owning Player’ Initial Movement Phase and return to bate at the end of the owning Player's Combat Phase). Ar Superiority missions are flown against Enemy Ground Support Elements in an effort to estoy them trom the air Each Enemy Grouna Support Element defends against Air Superiority attocks with a Defense Strength of "Each Enemy Aircraft Ele mont on CAP aver an Enemy Ground Support Element adds “I to tho Defense Strength of the Ground Support Element. Each attacking Aircraft Element has an Attack Strengtt of "\™ Datermine the adds of the attack in the cea manner (ust agin land combat, rounding Off the odds in the Defenders favor. Rall the die onen and determine the results in. the Taliowing manner Superiority Table Die Rol (Odds 12°14 24 34 at sa 6A 1 KK KK Kx 2 - = KX xX K x 3 5 = = xX x x xX 4-2 KK 6 ee ek x e------ x X-Ground Support Element Destroyed (plus the matching Airraft Element) No Effect Nate that whatever the result of the Ar Superiority attack, there 18 no effect upon the CCAP units [unless ine parent Ground Support Element 13 being attacked) nor upon the attacking Aircraft Elements, Aircraft Elements fe0n only be destroyed by destroying their parent Ground Support Elements. fethor in land combat ar through an Ae Superiority anackl 1F there ie-more thon one Ground Support Element in 2 hex, each must be attacked saparately using Willerent attacking Air Ele Frents, In such a case, the attacker first locates hich of hie unite wil attack which Ground Support Element and then the atonder may allocate his CAP Air Elements it any) 10 afsist in the defense. The attacker does not necessarily Nave to attack all the Ground Support Elements in a given hex. Ground Support Elamen ts stacked together do fot contribute 10 each other's datonse wyth Fespect 10 an Air Superiority attack. Terrain ftiects do not apply 10 Air Superiority Mis, Friendly Aircraft Eloments on CAP over Evonaly Grou Support Clemons ate not subject to interception (9) tereeption (aircraft Elements take-off, ‘execute mission and return to base at the beginning of tho owning Player’s Initial Move: ‘ment Phase, before any land) movement takes place. Only Enemy tnterdiction andlor Enemy CAP missions are subject to intercep tion, Interception does nor result inthe struction of either Player's Aie Elements; father it has the effect of forcing the Enemy Player's units 19 abort their misnon” for wach Friendly Intereepting Air Element own osinat'§ hex containing Enemy Air Elements, ‘one Enomy Air Element fs fore 1o abort is frigsion ang return 10 base. In effect ona Interoxptor negates one Enemy Air Elarent tt causes Both unite ta be returned to thor feaneetive haces immediately It an interaeo. tion mission 6 flown against a given hex containing Enemy Air Elements some of which are flying an Interdiction mission and some of which are flying a CAP. the Interceptors must Tirst deal with the CAP Elements, After the CAP has been cleared from the hex, any remaining Interceptors may then deal with the Intergiction mission. Airerft Elements fying CAP over a Friendly Ground Support Element sare NOT subject to interception. (€) Ground Support Elements do not have 9 Zone of Contral whether or not their Aircratt ioment sis. ther) Whenever a Ground Support Element s destroyed, its Aireraft Element is also destroyed immedisiely. no matter where it is oF what Sort of mission It may be fying) Ground Support Elements (whether or not thor Alscraft Elements are in thorn) defand ‘against ground attacks with a defense strength ff “one.” Grouna Support Elements may not panticipate in attacks, When Ground Support Elemants are stacked ‘with a rogular combat unit, the Ground Sup port Element may not be used to defend the hex (FY In order to differentiate betwen Aircraft Elements. flying Interdiction missions and. tow flying CAP, Players may wish to tho face down those Aircraft Elements on CAP. OFF-MAP MOVEMENT General Rule: ‘The German Player may deliberately move Units off the south edge of the map. This ction requires the Allied Player to match the Germans, in terms of total Combat Strength Points removed. The Allied Plaver must re move the matching Strength Points in the besinning of the Allied Player Turn following the German exit. The matching Allied Strength Points may only be made up of Freneh units. Enited units may aver be returned 0 the ‘game (nother Garman ner French). cas: (A) Fronch oF Garmen units removed from play in the above manner donot count as points lost oF gained nor in any way do they irecly affect the conditions of victory. What It doas do is critically weaken available French Forces () The French units which are 0 be removed. 0 not trace their movement off the zouth ‘edge, rather, they are simply picked directly off the map and removed from the game Immediately. The units chosen must be those French units which are closest to the south ‘edge at the tine of removal (C) German Mechanized sins which exit off the south edge must be matched by reneh Mechanized Strength Paints romoves 1 there ‘are not sufficient French Mechanized Strength Points to match the Germans, the Allied Player must match the Geeman Mechanized Strength Points with double tho amount in infantry (0) The Allied Player must always remove at feast an eaqual number of Strength Points as the Germans have exited in the preceding German, Player Turn, What this means ie that upon ‘occasion the Allied Player will be forced 10 remove more Points than the Germans simoly because of an uneven mater-uo of “unit strengths. Such excess points removed are not ‘radited to the Allied Player or accumulated in ‘any way for uso in future exit situations, (E) German Air and Artiieny units may be moved off the south edge, but they do not count as part of the force which the Allied Player must match (©) Exited units need not be in supply at the time of exit, nor does the German Playor need to trace a supply line off the south’ edge in ‘order to “maintain previously exited units. (G) The German Player may exit any numbor fof units in a given German Player Turn, Units ‘may be exited during as many German Player Turns as the German Player desires and is able to do #0. German units exiting in the south ‘must expend Movement Points in order to get fff the map. The “exit cost” thay must pay is ‘oqual to that of the terrain costs incurred by ‘moving one hex PREPARING FOR PLAY ‘After aunching out the unit eounters from the die-cut sheets, lay the playing map out on a large table. The German Player should sit on the north side of the ‘able and the Allied Player on the south. The Order of Battie Cards in use should be displayed foceup, but not easly in view of the opposing Player. When solving combat, the die should’ NOT be ‘thrown directly on the map (ence this can Ihave disastrous effects), rather, i should be thvown into the bottom portion of the inner game box or some other shallow container Unit counters not in play should be kept complately off tho table USING THE ORDER OF BATTLE ALTERNATIVES CARDS (OBAC) There are six German Orders of Battle ang eleven Allied. The term “Order of Battle” as ‘used here, denotes quantity and type of unit Counters which compose the army of a given Player. Each Order of Battle represonts the effect that the respactive Bower's prewar ‘Options and docsions would have had upon the forces they could have fielded in May. a0. in ordor t0 play a game, each Playor should the Orcas of arte uaa to him and sort out the quantity and types of Units indicated on the card. Each type of unit fo be used is pictured on the cord with 3 quantity umber printed under it (such a “id,” which would maan use four of that type ‘of unit). The Phayers should read their respec: te cards and follow any additional instruc tions pertaining to the use of that particular Order of Battle SUMMARY OF ORDER OF BATTLE ALTERNATIVES. GERMAN ALTERNATIVES Rank N 4 5 6 Relative Strength 93 ” a ar ay ” Histoncal Implications No prior invasion of Scandinavia Historical Situation (prior invasion of Norway and Denmark Russo German Non Aggression Pact signed, fully developed air and mobile forces) Less developed Air Force Doctrine: Germans may not use Air Weak Air Force Less developed mobile forces No Rusto-German Non Aggression Pact ALLIED ALTERNATIVES Rank No. Relative Strength " 100 Historical Implications More developed mobile forces, more developed Air Forces, early rearmament, no Maginot Line built, with Tunds saved diverted 19 fand forces. Allies may fly interdiction missions, ‘More developed mobile forces, no Maginot Line built Mote developed ait and mobile forces, no Maginot Line built Allies may fly Interdietion missions More develoged air and mobile forces. Allies may fly interdiction More developed mobile forces, early fe-ermament, no Maginot Line More developed mobile for Eorly re armament, no Maginat Line Early rearmament No Maginot Line More developed Air Forces, Allies may fly Intardietion Historical Situation (Maginot Line built, late rearmament underdeveloped air and mabe forces) How to Choose an Order of Battle The Orders of Battle are numbered (1 through 6 "tor the Germans; 1 through 11. for the Allies), The Number 7 OB on each side is the Srongoet, and the others are ranked in numer Cal order, In order to compara the stronath of 2 German Order of Battle tothe stenath of an Allied one, Players ate referred to the relative ‘Strength Ratings which are printed on each ard. This rating was arrived at by assigning a \alue of 100 to the strongest of all the OB'= (Allied No, 1) and then comparing all thers to it Players wna desice an aveniy matches game should choose Orders of Battie with similar Suienath faings. Players who wish 19 "game out” the histerieal situation ap it actually DSecurred. should use OB No 2 for the Ger mane and No. 11 for the Allis. Players may Choose Orders of Battle by mutual agreement or. if that fails, by allowing one Player 10 Choose both the German and the Allied B's ‘and the othar Player to choose who shall play ‘whit side, Players may also choose OB's by some random method of their own deviing, INITIAL SET-UP The Allied Player sorts out nis forces and faces them on the board Tust French and Uk. forces may be placed anywhere within France including neutral border hexes, But not fon. the. border with Germany Belgian and Dutch forces ave placed in their respective countries, and may be placed an any border hexes Gorman units are placed afta al Allied units have boon placed” They maybe placed in Germany and on any uneeeupied border hex ‘nitiat placement Reinforcements {A} Allied reinforcements appear in any of the Parts hexes, oF Part is af all occupied, start fon the Western edge af the map. They appear ft the beginning. ofthe Player's turn as {dicated on the OBAC, and may move and ‘engage in combat on the same Player turn {81 German reinforcements appear on any of Ine Eastern edge exes North of the Maginot Line at the Beginning of the Player Turn, They may move and engaye in combat on the same Player turn. HOW THE GAME IS Wor STANDARD GAME VICTORY CONDITIONS The winner of the game is determined on ¢ basis of Vietory Points wich are accrued t destroying Enemy units and (fer the Germ: Phiyer! by eanturing nnd holding one of 8 Determining the Victor: ‘The German Player wins il, by the end of the ‘Tenth Game Turn, he has accurulatod atleast 80 Victory Points and has at laast three times the number of Victory Points as the Allied Player ‘The Allied Player wins by preventing the German Player from fulfiling. his victory conditions Example of Victory Points Accrued: The Allied Player, during his Combat Phase, attacks ‘nd destroys a German 78 Armated unit. This ‘would give the Allied Playor seven Victory Points Example of German Vietory: At the end of the tanth Game Turn, the German Player hae aecrued 105 Vietory Points andthe Allied Player has only 35, Example of Allied Vietory: At he end of the tenth GameTurn, the German Player has aecrued 81 Victory Points and the Allied Player has 28 Case: (A) Players should keep a running total of Vietory Points achieved. Both Players should participate in the tabulation of each othor's pointe to insure sccurecy and to prevent ereative accounting (8) Destroyed Enemy Combat Strenath Points fre always worth the Vielory Points stated in the Vietory Point Table, whether or not the ‘unit's Steength was “halved” due to being out ‘of supply. In other words, always use. the Strength printed on the counter to compute Victory Points. (Cl The German Player never receives more than thirty Points for Paris, regardless of whither oF not he occupies mere than one Parigtex at the ead of the game In order to receive the thirty victory goints for occupying Paris, a German unit must be in ‘one of the Paris hexes at the end of the game (ie, at the end of the tenth Allied Player Turn) and be able to trace a supely ling Back 10 Germany. Note: by the very nature of the historical Situation, the game is somewhat imbalanced in favor of the Germans. Even when using the alternate Orders of Battle, the Allied Plaver ‘ill have @ tounh time preventing a German Victory 06 reoresentad by the Standard. Vie tory Conditions, Players who wish 10 balance the game should choose roughly equel Orders [OF Battle andlor use tha hanvicanoina mathe Rae Seseribd in the optional rules section. Gorman Vietory Points Received foreach British Combat Strength Point Destroyed Thres Poine™ for each non Gritih, ies Strength Point Destroyed One Point {or each Allied including Britsh| Air ueit Destroyed Ten Points {or occupying atleast one hex of the city of Pris Thiety Poin ‘Allied Victory Points Received: for sach German Combat Strength Point Destroyed 2. One Paint {or each Parachute unit Destroyed One Point for each Artillery unit Destroyed Two Points foreach Air unit Destrayed - HANDICAPPING AND. PLAYER VICTORY in historical simulation games such as France 1940, the. situation is often unbslanced, affording one side or the other 9 greater Chance of victory. The Standard Game Victory Conditions are based upon historical realities, and a such, can't really be altered too much \without distorting the simulation. This leaves Piayers with the problem of not being able to calculate how well they performed (fram the Viewpoint of pure skill in the unequal situa Tian in which they competed, To solve this problem (and to allow Players 10 hhave their cake and eat ie too} ve have erated 8 second kind of vietory called “Playsr Vie tory.” Player Victory is usad in conjunction with Standard (simulation) Vietory: ie, itis Rot meant to replace Standard Vietory, But 10 supplement it Player Victory i determined in tho following (A) At the ond of the game, after calculating Standard Victory, Players dotermine the hand fap numbar by subtracting the Strength Rating bf the weaker Order af ttle Irom the Stengtn Rating of the stronger Order of Bale (8) Multiply the Allies Player's Vietory Points by three, Ic) Add the handicap nurnber (obtained in step A) to the Victory Points of the Player ‘who used the weaker Order of Battie in the ome. ID) Compare the final “adjusted Point seores fof the two Players, The Player with the higher core is the "winning Player,” that is 0 aay. the Player wo did tho best with what he had available Example: German Player uses an Order of Bole rated at 87, the Allied Player usoe one ‘ated ot 61, The handicaa number is 26 (87 minus 61), At the end of the game, the Gorman Army has achieved a Vietory Point score of 90; the Allied Army has achieved a Vietory Paint score of 25. Thus, the German Army "has won the battle for France. los Jdotermined By Stondard Game Victory Condi tionsh, The Allied Player then multiplies his Vietory Paints by three Iresut. 75) and then adds the handicap of 26 te his score [since it ‘as the Allies who hag the weaker Order of Battlel. The resulting Player-toPlayer sore is Allizd Player 701, ‘German Player 90. Thus, ‘tho Alliad Player hos won the game by playing slightly bottar than the German Playor. The Gorman Army (as simulated by the game just played) has, nevartholoss, still won the battle from the historical viewpoint Piayers may wish 10 use Player Vietory system in conjunction with a two gome series play two games in a row, changing sides in the second game in order 1 give each Player an ‘opportunity to manipulate the same forces as his opponent, Then add up the total scores for both gorres to determine the winner of the OPTIONAL RULES Players may wish to incorporate some or all of the following optional rules into the play of the game GERMAN PARATROOPS Commentary: German airborne units were not used so much for difect combat as tor the disruption of enemy installations hike fortifications) and troops. The aitborne foroes consisted of six battalions “of paratroops (4500 men, who ‘ould also be used in gliders) and ane division (12000 men) of aitianding troaps Iwho would land on airfieis secured by the paratroops) In the 1940 campaign ane battalion of paratroops was used 10 destroy the Belgian fort (Eben Emoell north of Liege. The other five bat lalions were used to secure airfields and disrupt enemy forces inthe north of the Netherlands. The air landed division came in behind these battalions. These areas were the ‘most likely ones forthe use of airborne troops, for in order to be eltective they must be auickly reschad by. friendly conventional Around forces. The airborne units ae too woak by themselves to hold out against enemy ground Torees for very long. Belgium and the Netherlands were adjacent to Germany and their ground forces wore weak compared to the British and Fronch Yorees. Could. the Germans have used their airborne units. to crack the Maginot Line as they did at Eben. Emgel? It was possible, but there wore two factors going against it First, the French ha ‘more conventional forces deployed about their fortifications than did the Bolgians. These ‘mobile units would have considerably lessened the ability of the airborne units to reduce the forts. Second, by breaching the Maginot Ling the Germans would not be achieving a “great victory” as they would with an adhance across orth France. In other word, there was nothing particularly valuable behind the Magi fot Line. fv addition, the terrain in that area twas more suitable for defense than the terain Innorthern France In the Standard Game. the use of airborne ‘oops fe "built in." The Netherlands and Eben Emael fall automatically. To use this Optional rule, the Germans will probably be ‘worse off. for. unlike the Regular Game, here their opponent will be aware ofthe capabilities ‘of the airborne units and will be able to take defensive measures, To simulate, use the fol owing rules cases: (AY Thore aro six porochute battalions and tive air lancing regiments (14s). These units hhave spacial capabilites and do not enter the ame in the same manner as normal German reinforcements rather, they ar® “air dropped” ‘Onto the map at the dlcretion of the German Player. Airdrops (by parachute battalions) and follovcup landings (by sir-landing regiments) 270 executed in the Initial Movement Phase of 2 given German Player-Turn (after other Gor ‘man units have boon moved: soo Sequence ot Pray). When using this rue, the Belgian forts do ‘ot fall automatically, but remain intact unless taken, their capabilities are exactly the same as Maginot Line hexor, (8) Each paratroop and air-landing unit may be landed nee por game. Parachute battalions ‘may be landed in any ofthe following types of 1. a mon fortification land hex which is net ‘occupied by Allied units 2. an occupied oF un-occupied fortification hex Airlanding units may only be landed in hoxes in which a parachute unit has beon successfully ‘roped and only in the same Movement Phase in which the drop was conducted. Parachute {nits ond airanding units may be landed in Sny type of terrain into which other land units ‘may legitimately be moved (C)_In order 10 be considerod successtully landed, the German Player must roll the dit ‘once for each parachute battalion dropped fa die-roll of "tie" oF "six" means that that battalion is destroyed (immediately). Any umber of avaiable parachute battalions may ‘be drooped ina single Initial Movement Phase. Paradrope may tbe conductod in any given Gamo-Turn or Turns (0) Each parachute unit to be dropped. n that Phase, must be allocated 10 9 specie hex ‘More than one bettalion may be assigned 13 the same hex. Once the battalions have been allocated (by placing them on the landing hrexes) they must be Groped (le. the dlemust te rolled for each battalion). if Airlanding Units are to follow-up the paradrop, they also ‘must e assignod, in advance, to specific hexes where paradrops are being attempted. If, how: ‘evr, the exes on which they were to land ‘don’t have surviving parachute battalions on them, the aiflanding units must be held back off the map for later use (they may not be reassigned to other hexes in the same Game Turn). Note that the die neod never be rolled to determine the successful landing of alana ing regiments, Their landing is envrely depen ‘dent on the parachute battalion die rolls (€) Parachute battalions may only be droppedt within twenty exes of 9 German Ground, Support Element (which may aot be moved in that Game-Turn). Any numbor of paradrops ‘may be traced from the same Ground Support Element. The Aircraft Element of that Air unit need not accompany paredrops conducted on honsfortfed hexes and It may be asigned regular missions during that some Game-Turn When paracrops are conducted against 2 fori fled hex, howover, one Aircratt Element must be placed in that fortified hex. This Aircraft Element may not perform any regular air missions in that Garme-Turn and does not, in any way, ditectly. affect the paradrop “or assault on the fortfiesion. Such Aircraft Elements are retumed to base at the end of that Movement Phase. Paradrops may nat be ‘conducted in exes im vihich there are Alliag Aircraft Eloments on CAP of Interdietion ‘missions (at the instant of the drop) (F) Winen parachuto battalions ore dropped on ‘an unoccupied fortification hex, thoy must ach detecmine the succnse of their drop at ‘outlined in Case C. Additionally, 1 must be \etermined, for each unit which survives the ‘drop, whethor or not they survive the assoult fon tho fortification hex. The die must be tolled once for each surviving unit: Any rail {rom “one” through “tive” destroys the forti- fication ard preserves the battalion; a toll of “six “destroys. the parachute battalion and leaves the fortification intact. If any battalions survive (and destroy tho fortification) then ssgned ailanding regiments must be landed, {G) when parachute battalions are dropped on | fortification hex which is occupied by 3m Allied unit, they must determine the success of their drops as outlined in Case C. Additionally, {ot each nit which survives the drop. the oi ‘must be rolled once to determine whether oF hot the fottfiation hex. is destroyed: a {ie roll of “one” oF “two” destrays the fort fication. No matter what the dierll however. Parachute Dattalions which are assaulting occu pied fortifications ore always destroyed ax a Fesult of that assault, The Allied unit occupy ing the fortifieation is never isa affectod By Darachute assaults (and obviously, air landing regiments can never be landed onan Allied ‘cccupied fortification hes) SUMMARY: Parachute battalion survives landing: Dieroll of 1.2.30 4 Parachute battalion destroyed on landing: Dieroll of Sor 6 Parachute battalion destroys fortitieation: Dieroll of 1,2,3.4,0r5 unoccupied Parachute battalion destroyed (and unoccu pied fortification ntact: Dioroll of 6 Occupied Fortification destroyed: Dieroll of 1 or 2 (paratraops alwovs Sustroyod) (H) Paratroop Units have no Movement Allow: lance, nor do they have an Attack or Defense Strength, of a Zone af Control; # attacked dione, they are automatically destroyed ‘enemy units may pass through’ them as Hit were a Zone of Contra; thay ate net counted ‘against stacking limitations Airlanding units do have a Zone of Control, do count towards stacking limits and may participate in normal ‘movernent ana combat. They may not mows in the Player-Turn in which they are aitlanded, hhowowor, they may attack adjacent lid in that Combat Phase. Alrlanding regimonts ‘may be brought into the game ia the same ‘manner as normal reinforcements, at the Ger ‘man Player's option (but this precludes their Use in airborne operations) (0) Allied units may not be retreated into bhexes occupied by parachute battalions, U) whan using these optional Paratroop rules, the German Player mast, on the Player-Tura in lohich he invades the Netherlands, ehoose one Of the following two courses of action: 1. Exit to corps (or corps equivalents) off the north edge of the map in the Netherlands or Northern Germany, of hold out of the game two cots which afe due as reinforcements in ‘nat Player Turn or hold out of the game (in ‘ivance) two corps which were to appear on a Prayer-Turn prior 1 the invasion of the Netherton 2. Commit five of the six parachute battalions and all of the airlanding regiments 10 tne foftmap action in the north (none of these Units may have been employed prior to the invasion af tha Netherlands, in order {0 te a6 10 exorcie this course of action) apd suspend the use and movement of four German Air Units including their Ground Support Ele ments) throughout the Game Turn in which the Netherlands is invaded. In effect, the ‘xercio of this alternative ie tantamount to the cancellation of the use of the Paratroop rule, with the only exception boing that the Belgian Fortifications do nat automatically disper when Belgium is invaded and. the Gorman have the ane remaining paratroop bttalion which they may freely use in the ‘ome. Whichever course of action ie taken, none of ‘He units placed off the map into northern Nethorlands may ever return to the game They ate not, however, counted ab units destroyed. The four Air units return to full use jn the German Player Turn following the one in which the Netherlands was invadod (see Alternative No. 1 above) MILD WINTER FORTIFICATIONS. The winter of 1939-40 was one of the mast sevore in Western Europe for several docatis Despite the fact the Allies had some millions ‘of men mobilized, but inactive for the winter the construction af field fortifications and elerses progressed slowly. it at all) The ground was hardened 10 a depth that oro hibited digging, unless blosted crystallized, father than set,” and would shatter easily” under armor piercing. shell However. if the winter had not been $0, the Allies would have been able ta extend fu ‘mentary fortifications 10 the coast, though obviously not on a Maginot Line scale To simulate. this possibility, ue the follownng casos: (A) The Allies have a fortified line consisting ‘of the French Border hexes with Belgium. and all hexes in France aduacent 1a these border exes 18) These hoxes have exactly the same effect fon the Germans for movumnt and combats 80 the forest hese, a, thoy subtract two from the dieroit when atiacking and cost ane extra moverrent point for motorized units to fener those hexes, In thase cases where forest hones are also fortified hexes, there 3 only 4 penalty on combat of subtracting two from the die oll, but the movement penalty on motorized dnits 6 an additional wo Mowe tment Points one for the forest, one for the Aorttod tex (C) Mild Winter fortitcations are never destroyed as a rosult of combat. Their effect upon German movement porsiss even should the Allies be completely thrown out of them: They may not be assaulted by parachute units (oitwough parachute units may be landed on such hexes}. They do not negate the effects of German Zones “of Control with respect to Supply and retreat, nor can they be used a 3 souree of supply {D) Players may choose to employ the Mild Winter fortification provision even in Orders of Battle im which: the Maginot Line doesnot VARIABLE VICTORY CONDITIONS Commentary: ‘The great German victory was purely because fof its swiftness; the psychologeal deteat tar Sumoighed the military. Outside of a few Individuals in the Vichy government, the French people truly lay prostrate betore the conquering Germans’ for several yeas, the Germans found no necessity to maintain large Garrisons, despite the nmpressing of laborers Elian opinion was neutral tothe Occupation authorities and Rostile to partisans, "Fret French’ and British The Woops thus saved. and the security oro vided, made possbie the eastern campaigns and the possibility of ultimate German victory The players_may victory conditions substitute the Following Ratio of German Vietory Points to Allied Victory Poin Less than 1:1 — Aled wietory 11 to 2:1 — marginal Geran victory Germans must have atleast 30 Victory Point Allies fall back intact, Westera Front opecate for several months; no Balkan invasion, alan allionce, probable Russian iterventior in 1940-44 2:1 40 3:1 — tactical German vicory: German ‘must fave at least §0 Victory Points. UK forces evocusted intact, “Oceunled Frane restive, with large, mobile ocupation Force No Eastern campaign, possible Russian attac iaai.a2. BH to 4:1 — strategie German victory Germans must have at least 80 Vietory Pointe U.K. forces crushed, small oceupation fore ceded, alan anes possibly Spansah alliance mast of Balkan subdued. prababie ination © Russia Greater than 4:1 crushing German victory Gormans must have ot least 100 Victory Point U.K may. make peace, oF posible French alliance with Germany, United Europe attack Russia in 1941 SEA EVACUATION OF ALLIED UNITS General Rule: In the original campaign the British managed to evacuate most of the men in their army By se, attr thay had been cut off by the German évance, This was the famous “Dunkirk” Speration. This sort of ining wil rarely happen in.a game, since most Players are 109 intel ‘gent To allow themselves 10 get into such a predicament in the frst place, It, however the peed to seasvocuate units srodkd occur, Use the following rule” At any point in the game after the second Game Turn, the Allies Player may begin evacuation of units Irom any one coastal hex west of Antwerp (inclusive) cases (A) Evacuation takes place at the very begin fing of the Allied Player Turn, before any (8) Units to be evacuated must begin the Allied Player Turn on the constal hex from which they ave to be evaciatid. A coastal hex Js dofined ac any hex which is part sea and part land. As many a5 two corps may be evacuated per Game Tura Iwhich means that in 9 given ‘game a theoretical maximum of 16 corps or corps equivalonts could be evacuated) (D) the first corps to be evacuated must be British. The second core to be evacuated may be any Allied unit(s) including the British Thereafter, the evacuation of each French, Duteh or Belgian corps must be preceded by he evacuation of a British corps In other words, half the corps evacuated must be Briton (€) The test corps evacuated inthe gare may bbe evacuated trom any coastal hex west of Antwerp (inclusive). Subsequent unit evacua tions in the same Player Turn, ray leave from ‘the same hex or either of the comstel exes adjacent 10 that hex. In the following Player “Turn, the first unit evacuated may laave from any one of the hexes (rom whieh unite were ‘evacuated in the previous Player Turn, Other Unis being evacuated that Player-Turn may leave trom the same hex as the first unit oF ther of the two adjacent hoxes, Thus, it con bbe saan that the evacuation area can, in affect, bbe moved a distance of ne hex per Game Turn. In any given Allied Player turn, however. there will over be more than thtee hexes trom. wien units may be evacuated ond all three ‘owes wil be contiguous, (6) 11 German ground units enter, oF pass ‘through, all three evacuation hexes in a single German Player Turn, the ability of the Allisd Player to evacuate units i lost permanent and no new evacuation area ean be instituted (6) Allied units may be evacuated while in German Zones of Control andor while under Interdiction “of German Avrcralt Elements, ‘Alliga units may mot be evacuated a5 a direct result of combat during a forced retreat (14) The Allied Player may begin his evacuation ‘rom the city of Antwerp and/or the hex directly northinest of Antwerp, even though there hoxes ate not coastal hexes. This may not bo cone, however. if the Garman Player has units adjacent to the river betwoen Antwerp ond. the sea, Or on ether of the two Coastal hexes adjacent to the mouth of that I When unite are being evacuated, simply remove them from the map. Onee they haw Deen evacuated, units may mot be returned 10 play: thay are not strictly counted a units Sestroyed, but the German Player does cecsive 4S eartgin number of Victory Points for each Gorman Vietory Points Recsived for Evacu- sted Allied units! Each British Combat Strength Point Fvacusted = One Victory Point Fach non British Strength Point Evacuated ‘Gawhalf Victory Point Fach Allied (including British) Air Unit Vietary Points Five (4) Once the Aid Player has inflated evacu Hon of his unis, uns act does not compa the evacuation of units each Allied Player Turn: he ‘may choos to ship svouuation on soma Player Tuins, suming ho doesnt los contol fof the hewes through which the last evacuacs ‘departed () Air units may be evacuated in the sme fashion a3 ground units and under tho sme testrietions. Tho Ground Suppor! Element ang the Alreraft Element mast be evacuated to gether from the same coastal hox, and the Aircraft Eloment may not partkipate in any missions in the Game Turn of evacuation. (U1 Ployers may wish to use the three “Evocun tion Markers” provided 10 indiesta the theee haves ussabla for avacustion in a ven Player Tore. THE HEX.GRID LOCATION SYSTEM ‘The emall numbers printel in tha hexagons on the map are simaly a convenient way for Players to identity a specific hex whan playing ‘gemes by mail of ashen intarnupting 9 t908 19 ace gam which must he continued a ® later ae Players who wish ta conduct play: by-mail ‘ames can da so without additional equipmen by using the folloning mato! How to Play by Mail UM Each Player mails the other his starting ‘setup, and agree upon a “mailing interval (8) The German Player writes down his move tmmnt for the Initial Movement Phase giving the rumor of the fox that a gion unit starts in fang the number of tha hex that it ends fn (and in the cago of parteularly intricate mows, al tha hoxes it trawls through to accomplish that movement} [€) The German Playor makes separate is of all the attacks he will exboute inthe Combat Prove, giing whe location of the attacking ‘wits, the defensing unlls) they are stacking ‘andthe odds (in Play by Mail combat the orps oF carpsequlvaiant whieh will dfond « ‘given hex is always assumed to be that which ‘will yield the strongest possible. defense} ‘Artacks should be weriten in eolumn format sting the attacks In the exact onder in whieh ‘thay are to be resolved. Attacks should be Inbeled with a rorolution-order number te insure accuracy. "Noxt to each tack, the Gorman Player liste the dieresult he desis (don't worry, this will bo furthor explained later onl, Thaao dionumbore shoukd bo ob tained by actualy rolling the die, but thie hat absolutely nscasiary. The German Player also indicates the hexes to which both his and the Allied Player's un'ts reust be retteated if such 9 result is possible, Units must be retreated in trict aovordance with the Retreat Priority rulo (D} The German Player then mails this Initial Movement Phase/Compat Phase transcript 10 the Allied Player (maintaining a carbon vooy for himself, This mailing must take place on the agreadapon mailing intorval, for at the same time the Allied Player should mail to the German Player a list of “Result Tracks" to be lad with the dis qumbers the Garman Player hot listed, "A "Result. Track” ig are arrangement of the sie posse die-numbers in 2 column format whieh corresponds t0 the horizontal rows on the Combat Results Table, shown below. Note that Result Track “A” Is identical tothe Standard dierumber listing on the Combat Results Table. The Allied Player lists the Result Tracks [by key letter) in the order thot they are to Be sed? Ataek No, 1, Track B; Attack No.2 Track F .. and 0 on, giving 3 long enough Hist to cower all the esses in suhieh Nis units have ‘German units adjacont ta. them plus ‘hour 10 extra just to be sure, He should also ‘rake 9 separate list of desired dlarautte ro be ‘ed in cama he is forced to counterattack land conversely, the Gorman Player should submit ith his Attack fist, 9 list of Result Tracks for the possible Allied Counterattecksl. The Ger man Playar should algo include a separate list (of desired die results for use in caoge in which he ie forced to re-run his atiscke (due to the Allies obtaining 2 “CA result in 3 counter attack of their own), This can be taken care of neatly By Writing these counterattack posi ties naxt to wich attack in which such 2 chain cof counterattacks is possible, thusly Autack No. 3CA'8D /5/E/3/A/5/8 In the abows example, the lator is the Result Track 10 bo usos by the Allied Counterattack and tho following number is tho dosired Sie tesult for 8 German rerun, should that be roqvited. When the Defender is forced to ounterattack. in by mail Day. he always at tacks the weakest single unit in the Attocker’s forge, 17 there are two weak unite with the somo strength, the unit with the highor Move ‘ment Allowance ie attacked. (| Resolving Attacks: The Gorman Player matehae tha aires dieroll for that altace with the Reaute Track supplied by the Aled Player, ana reads the result from the Combat FRosults Tabla. In cazes in which numbors ar 1o be aided or subtracted from the dia, sen move down of up the Horizontal rons rather than literally ageing or subtracting frorn the Flesult Track/aienumber. When counter attacks are called for, the German Player ould teke the first unused number from the counteratteck dievlls listed by the Allied Player and match it with she Result Track the German Player Usted next 0 thal primary attack, If the Germane were then forced 1 fesun that primary altsck, wey would wake the first avelable unused Fesslt Track Letter Irom 3 rorun list supplied by the Allud Player and mateh it with the first unused desired Sie rosult which they listed next to. their primary attack listing (F) After all attacks and counterattacks have boon raxolved, and loses extracted and units retweated, the German Player viites up fis Mechanized Movement Phase, and mail 1% the Alisa Player. IG) After the German Mechanized units hove been moved, the Allied Player then goes through the samo procedure as tho Gorman Player id when writing and executing his Player Turn IH) Players continue this routine, mailing their ‘mover back and forth at the prearranged Intorals undl the game fs complatod. Movs whieh are not postiarkud with the apres “upon date may be invalidated by the oppaing Player, All move should be eleadly markod a to Game-Turn and Phase, Compo confirma tions of unit positions should be exchanged very Gare Turn FRANCE, 1940, DESIGN CREDITS: Gane Desian dames F, Dunnigan Grophics, Equipment & Package Design Redmond A. Simonsen Fules Composition and Supplemental Dasion John Young and Redmond A. Simonsen Game Testing and Do bugging Robert Champer FResnarch and Historical Backiround Abort A, Not “The prototype nf France, 1940 9a originally published in issue No. 27 of Strategy & Tactics Magazine, copyright 1871, Simuletions Publi ations, Ine,, New York, N.Y, and is used with permission, PARTS INVENTORY 1, Outer box sleeue 2. inner bow is ‘ith Combat Results Table printed on top) Inner box and plastic tray Mapboard (22" x 24" Fules of Play folder (17" x 2716"1 Dyle Plan sup folder Historical Analysis booklet 3. Set of Garman/Allied Die-Cut Troop Counters 1) 8. Allied Order of Hatta Cards (6) 10, Goren Order of Battle Caras (3) 11, Die (1) Spe. MH (snv9ns 5 ,9pu9j9g oF uiBuens s,a92en¥) SAGO TGV SLINSIY LWAWOD TIVW-AB-AV Id Designer’s Notes ‘A gare Is not like a book. A game can talk back. For this reason we give the game's Gesigner a chance to talk back also, What he had in mind, and what the game says to some people may not always be the same, “And finally, there is the problem of figuring Out lust what the game is supposed 10 be saving That's what we're going to try todo here. First, It Is necessary 10 explain some general background on why Frange, 1840 vias de signed, The subject has always boon a popular fone, The campaign was, alter all, the fist rea test of the “bitzkrieg”™ But it'was a rather Cnesiged test. The Germans smashed the Allied armies s0 decisively that they did not hhave to face a large “western” army again for thee years. Most people assume that, because fof the magnitude of the German victory, the Allied armies in 1940 dint stand much ‘of & chance, That's & fairly. correet assumption ‘And that was the main tesson why it took $0 tong fora game on this period to appear. However, it was only a matter of time betore we were able to develop the design techniques, that would enable us to hangle the subject. ‘Along with these new techniques we Na to aso develop historical material_on the cam paign which would enable us to make a Playable game out of it, Much of our historical material is included in the Fall of France article. How this material worked its way into the games is something else again, When developing a game cxrtan dacisions must ‘be made before you can go any further First You have £0 define the time and apace factors This means, in plain English, what scale the playing board ‘wil be, how much res) time” each game turn will consume and what size units the playing pinces will represent, Even at this point we had to maki some unorthodox ecisions, For one thing, we did not includ the entire campaign area. The “Rhine Front Ithe ‘Alsace Lorraine area, for the most part) was lett out. This was dane for two reasons. For one thing, not much (ot military impor tance) could for did) take place in thie a Also, in order to realistically recreate the fffect of motorized units raking, and exploit ing, Roles in the frontline, a small sale was feeded, To include the Alsace-Loraine. area ‘would have meant a scale of 1 1,000,000. By Using the scale we finally adopted we got that ‘down 10 1:660,000. tn other words, he sale went from 16 kilometers per hexagon to ten, SO ‘much for that problem. This taken care of. ‘many. other aspects of the game had to De ‘designed around this “constant”, The size of the military units represented in the game Is largely determined by the scale of the playing board. By using zonns of control this gives a maximum “Yront® for one unit of 30 kms. This, oddly enough, just happens to be the frontage allocated to a corps (ol three divisions) during that period. That solved a fot of problems, bacause to do the game on the ivisional level would have meant over 3 hundred units for each side. Even though the corps of all the armies varied somawat, we found it possible to get away with using tandard” corps, Each corps-size unit (with certain exceptions, such os Dutch, Began and Some British corps) is assigned three infantry divisions. The motorized units, however, re ‘quired spaciat Randling These were much Ws humerous than the infantry (non motorized) divisions and were used much more Hexibly {that is, independenty), In particular, a motor ized corps had to be capable of soreading its ivsione out once behind the enemy front ‘Therefore, it was quite cbvious that the mobile histone could not be used a8 corpesize units, they had to be division size, Next came a rather complex prablem, the

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