18 NO RETREAT 3: THE French Front May-JUNE 1940 v2.4[16.0] EXTENDED EXAMPLESMovement ExampleIt is the German Movement Phase of GameTurn 2 – Scenario A.The German player had previously put onthe map some Panzer units (Guderian andHoth) from the Reserve Box in the previousFrench Turn (you can put units on the mapeven during the opponent’s Reserve Phase,see 9.2), and he is now ready to try to breakthe enemy’s lines along the Meuse river!The colored movement arrows and numbersindicate the number of Movement <strong>Point</strong>sspent by the unit to move into each hex.The 1st Army (a) at the bottom of thisillustration moves one hex into Luxembourg,and stops. Since it’s a German Regionalunit, it can only move to hexes adjacent tothe German Frontier until Turn 7 (14.1), itspends 2 Movement <strong>Point</strong>s (MPs) as it isentering an EZOC (the French 3rd Army).The 16th Army (b) also moves into contactwith the French, spending a total of 3MP(note that difficult terrain mostly slows downMobile units, not regular infantry).The 3-6 WIETERSHEIM Corps moves intothe same hex as the Guderian Panzer unit,paying 4MP (2MP to enter an Ardennes hexfor a mobile unit, +1MP for leaving, and+1MP for entering, EZOC hexes). Both ofthese units can stack together, since at leastone of them has the “size dot” icon (8.4.2).Note that when moving onto a hex with afriendly unit you are able to move from oneEZOC hex directly to another, but you muststop when entering the new EZOC (8.5.3).This is why the Blue “X” hexes could not beentered by a German unit. The GuderianPanzer Corps is under the same ZOClimitations, but if the Player had Card #20 inhand (Aufrollen Tactics) he could have usedit to move Guderian to an adjacent Blue“X” hex.Finally, the REINHARDT Panzer unitmoves into Weitersheim’s place, paying 5MP to do so, and stopping because of theEZOC.Combat ExampleAfter the Movement Phase, the Germanplayer attacks all four French units, using 4of his 5 Target markers (the number ofattacks you can make being limited by youravailable Target markers).The French 1st Army(b) unit at the top ofthe illustration is attacked first by Hoepnerand the 6th Army(b) using a Blitz! marker(which is allowed as at least half of theattackers are Mobile units). The Initial ratiois 10:6, which means the 3-2 Odds columnon the German Blitz Combat Table; there isno Armor Bonus shift as the defenders areMechanized (see 10.6.3). Not liking thosepoor odds, the attacker decides to play aCombat card, Screaming Stukas, givingthem +6 Combat Strength in this Battle; thisincreases the ratio to 16:6 (i.e., 2-1 Odds),but the French player counters with theRAF Fighters card, paying one preciousInitiative marker (see 5.3.3) to cancel theStukas card. So, the Odds remain the same.Note that each side cannot use more than oneCombat card before the battle (see 10.5), andspent Initiative markers remain spent if thecard they are paying for is cancelled later on.A roll of 5 produces a DR result. Thedefending unit moves back 2 hexes, and theattacking Panzer unit occupies this nowvacatedhex. Note that the Panzer unit couldhave advanced two additional hexes, since itwas Blitz! attacking into clear terrain (see10.8.2), but declines to do so, as there arepowerful Allied units north of thisillustration that could put it out of supply.Next, the German player opts to resolve thesouthernmost battle against the Maginot line:a long shot, as we shall soon see.Note that Fortified Maginot Area is treatedas a single, very large hex! As shown in theillustration, there are the four units there thatmust all be attacked, as they are all stackedin the area.The 3rd Army and all three Maginot 3 Fortsare engaged by the 16th Army(a) and the1st Army(a). The Initial ratio is 9:7, whichis 1-1 Odds. They are shifted two left (2)for the Fortress Area plus the FortifiedHexside, for a final 1-3 Odds! What is more,at these low odds all the possible results haveno chance of any effect against a hexcontaining Fort units (see the red notes onthe CRTs)... Cursing silently, the Germanplayer throws the die, and a roll of 3 yieldsa CA result on the Attrition Table (No Blitz!marker is usable here); the defender canchoose to stay put, or to order a Counterattack.“Let’s show The Boche how we fight!vive la France!” exclaims the French player,and decides to attack back. In this case, theGermans now become the defender and noterrain modifiers are used (see 10.7.2). Theratio is 7:9, which is 1-2 Odds. The attackerdecides to use the Corps d’Artillerie card,again spending one precious AlliedInitiative marker, which increases the ratioto 12:9, which is 1-1 Odds, and the Germanplayer declines to use any cards. A roll of 5on the French Attrition Table yields a CBresult! A Counterblow marker must beplaced on a German unit, as he is thePhasing player, even though the Frenchwere (counter-) attacking (see 10.7.3). The16th Army(a) is chosen by its owner, andnow the French must either attack it on hisnext turn or move away. As we shall seelater on, it would have been better for theFrench to stay safely behind the Maginot lineinstead of rashly counterattacking...Note that if a CA result were obtainedinstead of a CB, the original battle wouldhave been fought again, but this time with noterrain modifiers for the French defenders.Now the Germans decide to attack the 9thArmy, safely positioned behind the MeuseRiver. This will be another tough attack! The4th Army, Hoth Panzers and the 12thArmy(a) are engaged (with the 12thArmy(b) still in the Reserve Box, ready toexploit any Breakthroughs). The Initial ratiois 15:6, which is 2-1 Odds. They are shiftedtwo to the left (2) down to 1-1 Odds due tothe Forest and Major River, the same Riverthat is also cancelling the Panzer Bonus CRTshift. But the Germans have a surprise instore for the defenders...He reveals his Shock Troops card (and paysone Initiative marker) to cancel the MajorRiver, which also gets the Panzer BonusCRT modifier back; now the shift is only oneto the left (1) for the Forest, plus one right(1) for the Panzers, thus canceling eachother out. The French player is out of usefulcards and does not respond. A roll of 3 at 2-1 Odds yields a DR result: The 9th Armymust retreat 2 hexes, but since the retreatSystems Development by Alan Emrich
NO RETREAT 3: THE French Front: May-JUNE 1940 v2.4 19path is blocked by EZOCs (after theGermans advanced from an earlier battle thatturn), the unit is eliminated instead (10.7.1)and placed in the Destroyed Units Box (sinceit did not have an Unsupplied marker on it;if it did, it would go to the Surrendered UnitsBox instead). Two of the attacking unitsadvance into the hex but can go no further asthe Major River stops a multi-hex advance.Note that if a French unit were adjacent tothe 9th Army, say in the Forest hex west ofit, then the 9th could have retreated safely,as friendly units negate EZOCs for retreatpurposes (10.7.6, 3rd Bullet).Below is the situation at the start of theFrench player’s Turn 2. The French playershakes his head at the situation before him.Initiative markers (from his remaining poolof 5) to place on the map two Counterblowmarkers on his own units, thus forcing theFrench to attack two hexes right away!Moves and situation in the Combat Phase:With the final and largest attack nowresolved, Guderian, Reinhardt andsupporting infantry go against the French2nd Army. The Initial ratio is 18:5, which is3-1 Odds. They are shifted two left (2) forthe Forest plus the Major River hexside, so3-2 Odds, which is not good!As you can see in these combat examples, itis very difficult to make powerful attacks,even with overwhelming force, against anenemy in good defensive terrain. You mustuse the right combinations of Combat cardsto ‘make things happen.’ Getting out of theArdennes is not easy!The German player uses yet another card:Achtung Panzer!, doubling the strength ofhis Panzers. This raises the ratio back up to3-1 Odds. A roll of 5 gives a DS + result:the defending unit retreats 3 hexes andreceives a Disorganized marker; the ‘+’(German Cross) awards the German playereither a Battle VP or an Initiative marker.Having spent a lot of the latter (3 Blitz! and2 for the Event cards), he takes the freeInitiative marker. The attacking unitsadvance into the hex, but must then stopbecause of the Major River.The Panzers are starting to break through!During the Reserve Phase at the end of theTurn, the German player takes from theReserve holding box his 12th Army(b) andplaces it on the Western tip of the Ardennes.The French player also releases his lastReserve unit, the Keller Tank unit,nervously deploying it in the city of Reims.Remember, you can place Reserve unitsduring your Opponent’s Turn!Since it is still early in the game, the Frenchplayer has to put his Target markers on themap during his Organization Phase beforemoving! This means that his units will not beable to attack the German spearheads (as nounits are adjacent to them so that they can be‘lit up’ with French Target markers at thistime). Instead, he can only assemble adefensive line in the rear to hold the Panzers.Movement & Counterblow ExampleFrench troop movement is as shown in theillustration in the next column. The 2ndArmy cannot go far since it is Disorganizedand thus has only 1MP and the Keller unitcannot move adjacent to the Germanbridgehead across the Meuse River as itdoes not have enough MPs to reach it (itcosts +1MP to enter an EZOC).The rest of the French 1st Army is broughtfrom north of the map to shore up thecrumbling defenses. As he is not attackinganywhere else along the entire front lines,the French player uses the MaximeWeygand card to receive 3 badly neededInitiative markers at the start of his Turn. Hespends one of these to rebuild, at halfstrength,the destroyed 9th Army, which isautomatically added to the Reserve Box forfree (see 7.5 & 7.7).He could not also Improve that unit all theway back to full strength this turn, as theFlip Phase takes place before the ReplacementPhase (7.0) – this sequencing isimportant!After the French player completes hismovement, the German player smirks andplays Operational Feint (costing theGerman player one Initiative marker) andallowing the German player to move twoPanzer units into contact with the enemy!During the French Combat Phase, eventhough the French player has planned noattacks, the German player spends 2 moreSo, there will be three battles, all forced byCounterblow markers on German hexes.The Phasing Player (the French) plays hislast good attack card: Bataille Conduite , toadd +3 Strength to each of his battles,deciding to attack the German 16thArmy(a) first. He could use all the units inthe “Maginot 3” areas, or only some of them,as long as the Counterblow hex is attacked.He decides to use them all: the 3rd Armyand the three Maginot 3 Forts.Even though white-strength units (i.e., theForts) cannot normally attack, in the case ofa Counterblow they can (see 10.7.3).The ratio is 10:5, which is 2-1 Odds. Thereare no Defensive Terrain Bonuses in aCounterblow battle (it’s the same as aCounterattack). For this ‘sideshow’operation, neither side plays cards. A roll of3 on the French Attrition Table yieldsanother CB result! This time theCounterblow marker is placed on theFrench (Phasing) units. The Battle rages on!Next, the 1st Army(b) attacks the 12thArmy(b). This attacking unit could havechosen to attack the two adjacent Panzersalso, but given the odds of that he prefers torisk losing his tank unit instead. The ratio is9:5, which is 3-2 Odds, again with no terrainmodifiers in a Counterblow battle. A roll of3 on the French Attrition Table gives aCA result, but the German player declinesto counterattack at such low odds, and so theend result is No Effect.The last combat sees the Keller Tank unitbattling head-on with the flower of Hitler’sElite Mobile Troops. The ratio is 6:10,which is 1-2 odds. (There is no Tank bonussince the opponents have Panzers). Withoutthe previously played French Event card, theRatio/Odds would have been 3:10 / 1-4. This© 2012 Carl Paradis and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>