14 NO RETREAT 3: THE French Front May-JUNE 1940 v2.4Turn box where there is not already aCadre unit scheduled to arrive. That is,each player’s Cadre units arrive at a rateof one per Game Turn, maximum.Note that this means a Cadre does not gointo the Surrendered Units box, nor will itscore the opponent 1 VP.[14.9.4] Replacement Locations: Inaddition to those locations described inRule 7.5, Eliminated and Surrenderedunits that are Replaced as per 7.0 can alsobe placed in a hex where there is a friendlyCadre unit that can trace an overlandSupply Path (6.1) to a friendly map edgeor Port. When so placed, remove thatCadre unit from the map and place it onthe Game Turn track as per Case 14.9.3.In effect, that eliminated unit is “rebuilt”on the front lines around a surviving Cadreformation.[14.10] Open City Markers: This markerrepresents cities that The Allies haveyielded without a fight during thecampaign. Allied units cannot stackwith an Open City marker.• They are added to the Reserve Box duringthe French Reinforcement Phase ofGame Turn 2.• They enter play according to theinstructions of Event card #25.• Cities with an Open City marker do notscore VPs for the German player until anEnd Game <strong>Victory</strong> occurs (12.4).[14.11] Halt Orders Marker: Thismarker represents the “Haltbefehl”plus a few other operational pauses. It goes in the Reserve Box in the FrenchReinforcement Phase of Turn 4. If it is in the Reserve Box, it enters playaccording to the instruction of Event card#17 (Haltbefehl). When played, place thismarker on the Turn track to arrive twoturns later as a regular FrenchReinforcement.The German OKW’s order stopped thePanzer advance right after they reached thesea to regroup and wait for the infantrysupport, allowing the British to evacuate.For Example: It is Turn 6, and the Halt Ordersmarker is in the Reserve Box, thus the Event oncard #17 can be played now. After doing so, theHalt Orders marker is put on Turn 8, to arrive asa reinforcement in the Reserve Box. Note thatafterward, card #17’s Haltbefehl! is useableagain if the French player gets that card back intohis hand![14.12] British Aid Counters/Markers:There are 3 of these, identified by their“BA” reinforcement number. They appearwith an Anglo-French Union (14.13.2).• RAF Marker – This Dark Blue roundShock! marker is usable for free once pergame turn.• Reserves Counter – This unit canstack and attack with both Britishand French units.• Enhanced Target Marker – Thisdark blue Target marker is usedat the start of the French CombatPhase, not at the start of theFrench Movement Phase like theother (white) Target markers (see10.1).[14.13] The British Aid Track: It is used tokeep track of the Support Level the BritishGovernment is willing to give to their FrenchAlly on the continent.[14.13.1] Track Marker: The BritishAid marker denotes the status of this track.It begins the game in the “No Assistance”box.It can advance on the track during aSudden Death <strong>Victory</strong> check (12.1) orwhen the Event card #22 (WinstonChurchill) is played.[14.13.2] Track Events: When theBritish Aid marker is advancedon the track, resolve that box’sevent, as explained below:• No Assistance – Nothing happens.• Aid Pledged – Subtract two (-2) VPsfrom the total Battle <strong>Victory</strong> <strong>Point</strong>s.Flip the British Aid marker over as areminder.• No Evacuation – Remove theEvacuation counter from the game.• Support Sent – The French playerimmediately draws two extra cards.• RAF Fully Committed – The Frenchplayer receives the RAF Shock! marker.• Anglo-French Union – Flipthe Square <strong>Victory</strong> <strong>Point</strong>marker to its Anglo-FrenchUnion side to mark thisEvent. Then… Remove all the Open City markersfrom the game (recalculate map VPs) A French Armistice is no longerpossible when playing Event card #1. A Sudden Death <strong>Victory</strong> (12.1) can nolonger happen. The French player receives the BritishAid counter and markers (14.12). The French player receives one extra(+1) card per turn during his DrawPhase (5.2).This Union Event is a new “Miracle of theMarne” and Allied resolve to fight to thebitter end. “We shall Never Surrender!”3B[14.14] Plan Cards Set-up Instructions:The Plan cards all have special At Start setupinstructions for the game.• Remove in Historical Scenario: Whenplaying the Historical Scenario, removethese cards from play before drawing yourPlan card.• If Redrawn = Anglo-French Union! : Ifthis Card is drawn a second time, the NoEvacuation, RAF Fully Committed andAnglo-French Union Events areimmediately applied (see 14.13.2).Remove the British Aid marker fromplay; you no longer need the British AidTrack.• 7th Army Units in Reserve: The Frenchplayer may set up the two 7th Army unitsin the Reserve Box.• +1 MP for units on Turn 1: Each Frenchand British unit can spend one extra (+1)Movement <strong>Point</strong> on the first Game Turn(only).• No “Ardennes” Surprise: Rule 9.2 (#2)does not apply for the rest of the game(i.e., the German player cannot ReleaseReserves into any Ardennes hexes).• You can invade Switzerland: TheGerman player is allowed to invadeSwitzerland (normally he cannot).• You cannot attack Holland’s units: TheGerman player cannot attack those units,but he can enter Holland, and he can dropparatroops in the same hex as those units.• 5 Mobile Units in Reserve: The Germanplayer must set up five (5) Mobile units inthe Reserve Box.[14.15] Plan Card Goals: Below areexplanations for some of the more specificPlan <strong>Victory</strong> <strong>Point</strong> Goals:• No Regional units have voluntarily leftthe Maginot line: Units eliminated orretreated due to combat (only) are exemptfrom counting toward this goal.• Control all hexes of Paris: All 3 hexes,including the city of Paris, must becontrolled to count for all goals.• All British Units are on the Map: TheMixed Reserve unit does not count; onlythe 3 tan British units do.• The Maginot line is Out of Supply: NoFrench Maginot line hexes can trace anOverland Supply route (6.1).[15.0] OPTIONAL RULEThis rule is not usable in the Historical Game(Scenario B). See also 17.0.[15.1] Better French Armor: At the verystart of the game the French player canreplace the regular one step 2-4 “De Gaulle”Systems Development by Alan Emrich
NO RETREAT 3: THE French Front: May-JUNE 1940 v2.4 15counter with the optional two-step 4-4 DeGaulle Tank counter.• If this option is chosen, the French playermust also eliminate at start any two (2)Maginot line Fortified units (the hexshapedcounters). The German playerdoes not receive <strong>Victory</strong> <strong>Point</strong>s for this.This represents the French Governmentlistening to some of De Gaulle’s pre-wararguments, spending less on Fortificationsand more on Mobile units.[15.0] SCENARIOSThere are four Scenarios: The RegularGame allows for some “What if” historicalexplorations via the Plan cards, while theHistorical Game limits the Plan Options togive a less variable storyline to the flow ofplay. The Simulation Game and OperationDynamo both commence play after someGame Turns have already occurredhistorically, allowing the players to pick upthe action at that point.All the <strong>Victory</strong> Conditions are the same as inthe Campaign Game.A. THE REGULAR GAMESet Up Procedure1. Place the round markers in the UnusedMarkers Holding Box. The Germanplayer receives seven (7), and the Frenchplayer five (5), Initiative markers, on theirrespective Cross/Roundel side. Thesebegin already purchased and ready for use.2. Place the round Game Turn marker in the‘1’ box of the Game Turn Track with itsGerman side up. Place the square<strong>Victory</strong> <strong>Point</strong> marker in the ‘2’ box of the<strong>Victory</strong> <strong>Point</strong> Track with its German sideup, and the round Battle <strong>Victory</strong> <strong>Point</strong>smarker in the ‘0’ box of the VP Track.These <strong>Victory</strong> <strong>Point</strong>s reflect the Axiscontrol of Aachen and Saarbrucken. TheWeather marker sets up with its Goodside up, and place the British Aid markerin the “No Assistance” box on the BritishAid Track.3. Each player takes their remaining squareand hexagonal units and turns them faceup(i.e., with their full-strength sideshowing). Place those with aReinforcement Number or letter in thecorresponding Turn Box on the GameTurn Track.4. Beginning with the French player, bothplayers draw their “Secret Plan” card asper Rule 12.7.5. Both players place their remaining unitson the map as shown on the set-up map,the French player first. During setup, theGerman player can place up to six (6) ofhis starting square units (plus the 3Paratroop markers) in the Reserve Box.6. Shuffle the deck (of non-Plan cards) andplace them face-down along the southernedge of the map forming the Draw Pile.The German player draws 6 cards intohis hand, one at a time (playing the “Mustplay” cards normally).The French player starts with no cards inhand simulating lax Allied preparationsfollowing the long wait of the Phony Warperiod and the Germans’ surprise attack.7. Note the Game Turn 1 Events, including: No Allied Combat: The French playercannot initiate voluntary attacks with hisunits on Game Turn 1.• No Reserves: Neither player can addunits to the Reserve Holding Box onGame Turn 1.8. As an exception to the normal rules, theGerman player may drop, before playstarts, any or all of his Paratroopmarkers.9. After completing these Steps and notingthe above Rules, the German playercommences Game Turn 1 with hisOrganization Phase.© 2012 Carl Paradis and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>