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1 - Victory Point Games

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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>

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