Victory Results:
 100 %
Record a victory for BOTTOM ARMY  0 %
Total plays 1 - Last reported by JVHillegas-Elting on 2021-12-17 16:03:00

In !940 The Germans attacked Holland, Belgium and France (Fall Gelb). The main goal was France. Heeresgruppe A made the first attack: Holland and Flanders/ Liege.
The German plan was to distract the French and British forces which worked out well. French and British troups rallied from Northern France north to support the Belgian forces in the north of Belgium. The Ardennes where hardly protected and the north of France had less troups to defend them. Near Sedan 
the French Maginot line ended and Sedan was a relatively weak spot in the defense of France. Heeresgruppe B, equipped with complete panzer divisions rushed through the forests and minefields of the Ardennes in two days and attacked Sedan. After heavy fights crossing the river Meuse, Sedan fell and wave after wave the German panzer divisions rolled into France. Von Manstein was the main brain behind this strategy. Guderian and Rommel were panzerleaders, these two just wanted to rush forwards to the English Channel in order to encircle the Allied forces. The German upper command halted them several times because the infantry and support troups could't keep up with the panzers and the flanks of the panzer divisions became vulnerable. Often Guderian and Rommel switched of their radio's and roared on. Guderian's quote "Klotzen nicht Kleckern" means something like: "Rush on, don't mind the details!


  French German
Division 1

7 Squad Bases
- 18 Regular Infantry
- 2 Officer
- 1 Mortar Crew
- 3 Machine Gun Crew

1x Medic
2x Engineer

4 Squad Bases
- 6 Regular Infantry
- 6 Elite Infantry
- 4 Officer

1x Medic
2x Engineer
1x Flamethrower
4x Concealed Concealed

Division 2

3 Sherman Tank

2 Squad Bases
- 1 Regular Infantry
- 1 Officer
- 2 Mortar Crew
- 1 Machine Gun Crew

4 Panzer IV Tank
2 SdKfz 251 Half Track
2 Opel Blitz Truck

Strategy Decks Artillery 2
Morale 1
American Air Support 1
Command 1
Starting Strategy Cards 1 1
Operations Cards - Desperate Defenders
- Lay Razor Wire
- Lay Smoke
- Merciless Assualt
- Camouflage
- Clear Mines
Deployment Zone Div. 1: light green hexes.
Div. 2: dark green hex.
Div. 1: light grey hexes.
Div. 2: dark grey hexes (only on a hex free of mines)
Starting Initiative   Initiative Token
Objective Main German objectives: take the bridges and break through the defensive line.
Main French objectives: hold the line and throw them back.
Major German victory: Germany controls both bridges and the complete road that leads from map 11B, through map 4A to map 3A.
Minor German victory: Germanycontrols both bridges.
Major French victory: There are no German troups on the maps 3A, 4A, 6A, 7A.
Minor French victory: There are no German troups on the southside of the river or in the river itself. (the 'river' includes the forest tile where the river starts and the bridges).
When none of these victory's is achieved, the player with the most victorypoints wins.
Rounds 10
Actions per turn 4 4
Reinforcements The reinforcements of both sides can enter the field in the statusfase after the first minefield has been cleared.
A hex has the normal stacking limit, so the reinforcements come in with waves. The German reinforments enter the field on the drak grey hexes, the French enter the field on the dark green hex.
Special Rules Both sides can clear tank traps. On each blue hex is an antitankgun.
(use american or british guns from Days of the Fox (DoF) or something acceptable out of your household).
The specifics for the AT guns are:
armor: 2; range and firepower infantry 5 and 4; range and firepower vehicles 7 and 9. You can find the rules for AT guns in DoF (website Fantasy Flight Games or The only exception of the rules is: squads that activate an AT gun can be entrenched in an entrenchment (but not an pillbox).
The German panzers are a bit less strong (it's 1940 not 1944). They are Panzer 4 ausf. F. There specifics: Movement: 6; armor: 3; range and firepower infantry 5 and 6; range and firepower vehicles 6 and 7.
The French tanks are Somua 35 (use Shermans): Movement: 7; armor: 4; range and firepower infantry 5 and 4; range and firepower vehicles: 6 and 7.
Hills are at a higher level then forests and buildings. You can find a handy LOS table at, Tide of Iron, files, TOI-LOS table made by 'whatambush'.
Terrain Features The river is deep.


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pino replied the topic:
1 year 11 months ago
I've done a simple test and that is the result:
The American player starts with 3 command points on their deployment positions and the capacity to fully deploy Division 1 on the Light Green Hexes and the 66% (2 of 3 Tanks) of Division 2 on the Dark Green Hexes.
The German player starts with no command points on their deployment positions and need 3 full turns to reach and eliminate the 2 minefields in the dark green hexes of map 10A with his Engineer's squad in order to deploy not more than the 50% of Division 2 at the beginning of Round 4.
Initiative is, as anyone could imagine, always for the American player.
Also, the german player has the need to remove also the Tank Traps positioned in front of the Minefield in order to permit the regular movement of veichle of Division 2.
So, in terms of play, after 5 turns, emploing all the engineer's squad of Division 1, the German player could deploy the Division 2.
In the meanwhile, the American player have scattered all his troops and armored units across the maps with no fear at all(German has only 2 "free" units to withstand the advance of the fully American Divisions), gaining ground and the control of the AT Gun in the entrenched positions.
So, the minor victory condition is to conquest both the Bridge (protected by Tank Traps and AT Gun positions in well covered hexes) 8 hexes far away in the last remaining 5 turns....i wonder how?