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INVASION ‘40 The Nazi Invasion of the Lowlands and France GREAT BATTLES OF WORLD WAR II –VOLUME 3 CWP01

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Page 1: Invasion 1940 (GBWW2)

INVASION ‘40 The Nazi Invasion of the Lowlands and France

GREAT BATTLES OF WORLD WAR II –VOLUME 3

CWP01

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Great Battles of World War Two Volume 3 – Invasion ‘40

The Nazi Invasion of the Lowlands and France

Bruce McFarlane’s 8th miniatures guide-book covering large battles. The third in the Great Battles of World War Two Series.

Each stand represents a company with manoeuvre elements being battalions. The scale and scope of the game allows multidivisional actions simulating many days – not minutes.

There is no game like Great Battles of World War II. French, Dutch, Belgium and German 1940 History, Organization, Weapons and Tactics

A simple, yet revolutionary rules set: 6 Scenarios including Fortress Holland, Ebel Emael, Dinant, Sedan and Arras

Table of Contents Introduction…………………………….. 1 Historical Context ……………………... 2 Doctrine and Plans …………………….. 5 Weapons ……………………………….. 9 Divisional Organizations……………… 15 Netherlands and Belgium………………19 Eben Emael…………………………….20 Dutch Bridges………………………….26 Crossing the Meuse…………………… 32 Dinant ………………………………… 34 Sedan …………………………………. 40 Allied Counter-Attacks……………….. 47 de Gaulle’s Attack ……………………. 48 The Arras Attack ………………...…… 54

Great Battles of World War II 1.

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Vol. 3 Invasion ’40 Historical Context

It is not within the scope of this article to investigate all the subtle and complicated causes of the Second World War. Rather it will try to put the events of Spring 1940 within some historical context. What were the military and political foundations to the rise of fall of the French Third Republic and re-emergence of Germany as a Europe’s predominant military power, a scant twenty year’s after its demise ? To understand the blitzkreig of 1940, one must understand some of the historical developments which followed the Treaty of Versailles. They had called it “The War to End all Wars” Trench warfare had traumatized all the participants. Ten million dead. The worst war in human history, up until that time. Peace finally came on Nov. 18, 1918. The killing was over. The victors then sought to punish the losers at Versailles. The harsh war demanded a harsh punishment. They said. The Germans felt hounded but could do no more than sign an agreement that would sow the seeds of a future and unimaginably worse war. But even as the British celebrated the end of the Great War, many felt that Germany should not be treated so harshly. And so, through the 1920’s and 30’s Britain would follow a policy of reconciliation called “appeasement”

Appeasement had very respectable origins. British politicians going right back to the time of the Crimean War had believed that once you defeated your enemy, you then went forward to reconciliation. Winston Churchill, himself, shortly after the First World War, regarded the greatest virtue as trying to come to a good working relationship with Weimer Germany.

Successive British governments worked very hard to try to mitigate the harshness

of Versailles. All the economic clauses were rather rapidly whittled away, largely on British initiatives

Martin Gilbert

British historian Appeasement found a champion in Neville Chamberlain, British Prime Minster between 1937 and 1940. Chamberlain passionately felt that he had the diplomatic skills to deal with Adolf Hitler. The British government not only refused to increase military spending, throughout the 1930’s, but rejected, as warmongering any reports which suggested Germany had taken a lead in military hardware. The French had demanded the harsh Treaty of Versailles, but didn’t feel confident in confronting Germany alone. The Depression of the 1930’s had devastated the French economy, and by 1934 a great political scandal had undermined confidence in French parliamentary government, itself. The extreme right blamed democracy for all the economic troubles, and took to the streets in an attempt to bring down the whole system. On Feb. 6, 1934, riots broke out. Marchers stormed the parliament buildings to oust the government and install a right-wing dictatorship. Pitched battles late into the night, with police and militia, came perilously close to succeeding. The riot failed to bring down the French Parliamentary system, but it did bring down the government of the day. The deep divisions between the right and the left in French society, the failure of the government to resist pressure from the streets and the scandals that sparked the whole

Great Battles of World War II 2.

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Vol. 3 Invasion ’40 Historical Contextconfrontation demonstrated a grave weakness for French politics and French diplomacy. After 1934, French governments would be coalitions; ideological and fragile. The average life span of a governing cabinet would be less than four months. Politically and economically the French may have been weak, but the French army was still thought to be the strongest in the world. A standing army of 500,000; 1300 aircraft; 3500 tanks; 18,000 artillery pieces and 150,000 machine guns. But there was military weakness too. France had adopted a defensive strategy. She had built and hid behind a series of underground fortifications. They were called the “Maginot Line”. In actual fact the French High Command had little capacity to launch an attack and felt it needed allies. Mutual defense agreements were reached with Poland, Czechsolvakia, and most importantly, Britain. Further discussions commenced with the Soviet Union. The flaws in France’s political and military systems came to a head in the spring of 1940. Premier Reyand, convinced that the High Command was incapable of winning the war moved to remove aging Generalissimo Gamelin. Instead, it caused the Minister of Defense, Daladier, to resign from the government, causing the whole government to fold. General Gamelin learned of the Premier’s indictment by that evening and composed his own resignation before going to bed. The date was May 9th. That night German tanks started to roll west. The Battle for France had started, finding France without a High Command or even a government.

Of all the political motivations, Hitler’s was the simplest and most straight-forward. He had achieved power in 1933 on an anti-foreign, militaristic, expansionist platform and he merely implemented his policies. First he re-armed, in violation of the Treaty of Versailles. At first the Rearmament program was secretive. Airforce pilots trained on civilian airlines. Baby-buggy factories produced machine-guns. By the late 1930’s, however, Hitler was not even presenting this pretence to his actions, and continued to build the German forces. His first military adventure was to re-occupy the Rhineland, in March 1936. The Rhineland was the area between the Rhine River

and the French border. Under the Treaty of Versailles it was to be forever de-militarized. By marching into the Rhineland and defying the treaty, Hitler directly challenged the French. The French reacted, not by using military force, but by consulting the British. And that move gave Hitler his triumph, because the British were against any action, whatsoever. Hitler seemed to be taking a gamble. He had secretly ordered his troops to withdraw, should the French army march. But Hitler’s intuition had been right. He had taken the measure of his adversaries.

In March of 1938 German troops achieved a bloodless coup in Austria. Hitler had always objected to the clause of the Treaty of Versailles that forbid the union of Germany and Austria, forcing millions of Germans to live outside the Reich. Neither of the democracies, France nor Britain took any action. After Austria, Hitler turned to Czecholslovkia. Created by the Treaty of Versailles, Czecholslovkia had a large German-speaking minority living along the German border in an area, called the Sudetenland. Hitler now wanted this area added to the Reich. To this the Czechs said “No”. Czecholslovkia had an advanced weapons industry and a standing army of over one million men. War looked inevitable. Treaty obligations would force France to come to Czecholslovkia’s rescue. French involvement would automatically trigger British involvement. On Sept. 29th, 1938 Hitler and Chamberlain along with Daladier of France and Benes of Czecholslovkia met in Munich in an eleventh-hour attempt to resolve the crisis diplomatically. But it was all less dramatic than it seemed. Chamberlain had come to Munich with his mind already made up that he would give in to Germany’s demands in order to secure peace.

How horrible, fantastic, incredible it is that we should be digging trenches and trying on gas-masks here because of a quarrel in a faraway country between people of whom we know nothing about. However much we might sympathize with a small nation confronted by a big and powerful neighbor, we cannot, in all circumstances undertake to involve the whole British Empire in war, on her account

Neville Chamberlain

BBC broadcast Sept 27, 1938

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Vol. 3 Invasion ’40 Historical Context

And so Europe’s two great democracies began, reluctantly, to prepare for war. They stepped up negotiations with the Soviets in an attempt to contain Hitler. But it was Hitler that knew how to strike a deal with Stalin. The Allies were offering Russia nothing, except the prospect of doing most of the fighting against the Nazis. Hitler on the other hand offered them the Baltic states and half of Poland just for staying out of his way. German Foreign Minister von Ribbentrop signed the Nazi-Soviet Pact with Stalin on August 24. With the threat of a two-front war disposed of Hitler turned his ambitions on Poland. He demanded that the city of Danzig be returned to the Riech and that a corridor of road and rail traffic be opened to East Prussia. France and Britain warned “der Furher” that any attempt to change the situation by force would cause the democracies to enter into war with Germany in

defense of Poland. On September 1, 1939 Hitler ordered his troops to occupy the western half of Poland. By Sept.3rd Britain and France were at war with Germany. The world waited for the clash of titans, but nothing much happened. The French did not have the material or psychological capabilities to launch an attack on Germany. Britain did not have the numbers to invade Germany alone. Neither economy was, as yet, on a war footing. So they simply sat and watched as German troops overran Poland and then Denmark and Norway. Still the Allies sat and waited for the German onslaught to break its teeth on the Maginot Line, but Hitler was in no rush. He consolidated his victories and carefully planned his attack on France. The invasion was set to be launched in January 1940, but weather and accidents cause it to be delayed until May.

Great Battles of World War II 4.

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Vol. 3 Invasion ’40 Doctrines and Plans

In 1914, the French army had but one doctrine; attack. And so for three years the French army marched its soldiers to their deaths over the open fields of Flanders. By 1918, however, the younger appointees to the High Command ( the same individuals who would make up the High Command in 1939) adjusted to this situation and came up withe the theory of the “continuous” front. The Continuous Front theory held that modern artillery, machine guns and barbed wire that all but made advances impossible. The most efficient means to defeat an enemy., therefore, was to simply wait until he exhausted himself on your prepared defenses. Then the army could go over to the offensive to “mop-up” the remnants of the enemy army. If machineguns and barbed-wire could present such a formidable barrier, then what greater obstacle a fully fortified line could present. In the 1920’s the French built the famous Maginot Line. 87 miles in length, it covered the whole Franco-German boarder, from the Swiss Alps to Belguim. The Maginot Line was not so much a fortified line as much ad it was a network of fortified positions. Every position prepared to cover the maximum arc of fire, the greatest line of sight and to mutually support neighboring positions. All the positions were linked with hard-surfaced roads, both above ground and below, and all fortresses were air tight. The barrier cost the French taxpayers 7 billion francs. This was not to say that France was maintaining a static defense, however. In fact at the commencement of hostels France had the led the Germans in both the quality and quantity of vehicles, both armoured and soft-skinned. She had formed three tank divisions or DLM’s (division legere mecanique). However, the

French idea of “mobile warfare’ had not evolved beyond its state in 1918. Vehicles were to be held in reserve, behind the line, to quickly counter and threat of a breakthrough or to assist in breaking French infantry loose in the latter stages of the battle. In short the tank was not envisioned as a weapon that would lead an advance or even exploit a breakthrough. In the eyes of the French High Command the tank was to have the same role as it had had in World War One.

The Allied Plans The Allied plans were simple. They believed that the coming war would be a repeat of 1914-18. A long drawn out affair where the nations with the most resources and biggest navy to blockade their opponents would win. This was the reason France had built the Maginot Line - to keep French soldiers relatively safe over a long war of attrition. It is also why the Allied had virtueally no plans to liberate Poland, Czechoslovakia, Denmark or Norway nor to conquer Germany. The Maginot line did not extend all the way from the Alps to the sea, however. The Franco-Belgium boarder was left unfortified. This was partly due the exorbitant cost of the facility and partly because Belgium was part of a mutual-defense alliance with France and Britain and a way had to be left for Allied troops to enter Belgium. In 1936, the young King Leopold dissolved his father’s treaty and led Belgium onto a path of strict neutrality, and refused even to make contingency plans against a German attack. Allied commanders were not allowed into Belgium to reconnoiter the ground they would be defending and it was made known that Belgium troops would fight any troops, Nazi or Allied that entered the country uninvited. Under these

Great Battles of World War II 5.

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Vol. 3 Invasion ’40 Doctrine and Plans

Opposing Plans: 1. von Schlieffen Plan (circa 1905) envisioned a wide sickle movement through

Belgium 2. Allied Plan “D” called for the Anglo-French armies to advance to the Dyle River. 3. Rundstedt’s “Gelb” Plan used the Ardennes conceal the German build up before

the dash to the sea.

The opposing armies approach the battlefields

Great Battles of World War II 6.

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Vol. 3 Invasion ’40 Doctrine and Plans conditions the Allies had to decide where, in Belgium would be the most practical line to hold, once they were invited to defend. There were three options. The original plan under the alliance had been for the French, Belgiums and British to move right up to the Albert Canal on Belgium-German boarder. This plan was dismissed as impractical since the Allied armies could not move until the Germans had crossed into Belgium so there would be no opportunity to secure the defensive line. The British wanted to defend west of Brussels on the Scheldt River.

This Plan ”E” (the river was known as the Escaut, in french) This would protect the channel ports, take less men to maintain and British air forces could operate from either side of the channel. The Beligums were not keen on surrendering Brussels and Antwerp to the Germans and the French did not like the long “L” shape look of the resulting frontier, fearing that it gave the Germans a huge bulge from which to launch a second invasion on either Paris or the industrial north. On November 17, 1939, the principle negotiators agreed on Plan “D”. Upon a German invasion, the Franco-British armies would push into Belgium as far as the Dyle-Meuse rivers. This would keep German air forces out of range of the channel, protect Brussels, Paris and the northern French industrial areas. It would shorten the front, and so be 35 miles shorter than Plan E. All sides felt that the line was far enough east to restrict the enemy before he could “gather momentum”. Finally, this Antwerp, Namur, Sedan line had the advantage of being anchored by the Scheldt essuary in the northwest and the “impassable” Ardennes forests in the southeast.

The German Plans The German High Command had also drawn conclusions from the First World War, but their attention was less on the invincibility of the trench and more on the effectiveness of their

own stosstruppen - infantry using light machine-guns and light mortars to seek out and attack the weakest points in the enemy line. Platoons were encouraged to take their own initiative and adapt the attack to local conditions. Their objectives was always to infiltrate the enemy line and disrupt his artillery, supplies and communications. In 1918 these tactics had almost won the war on the Western Front for the Germans. This doctrine of perpetual forward motion and local initiative, when combined with the theories of all-armour formations being put forward by Liddell Hart, Fuller and de Gaul, between the wars, led to the theory known as “blitzkrieg” (Blitzen is German for lightning; Krieg is German for war). Reconnaissance, both ground and air would identify a sector where the enemy seemed weak. Just before the assault paratroopers, glider troops or dive bombers would capture or destroy key reinforcement and communications links behind enemy lines - bridges, road and rail junctions. The attack would then be led by the tanks, over very narrow front (2-4 miles). Heavy weapons combat engineers and infantry would follow right behind, in support. Enemy strong points were to be avoided, and by passed; the following German troops would deal with these isolated enemy troops. Similarly if enemy armour appeared, the German tanks were to retreat behind a screen of anti-tank guns, then spread out around the flanks of the enemy. Tank and infantry commanders were in radio contact with the air force. The dive bombers acted as the “flying artillery” of the panzer columns. They could prepare the way for the attacking columns or protect its flanks. Combat engineers, along with their equipment were right at hand to clear obstacles, erect bridges or destroy concrete emplacements. The whole idea was to form a schwerpunkt or area of action, create a hole in the enemy line and then to cause a rapidly changing combat situation. The panzers would

continue to exploit the breach, and change the situation. The enemy were always left to respond to a situation that was already out of date. By the time the enemy had reacted to the initial assaults, the German breakthrough was proceeding. By the time the enemy plans had

changed to compensate for a breakthrough the exploitation was in full swing. By the time the enemy had decided on a new defense line the German tanks were rolling past it.

Great Battles of World War II 7.

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Vol. 3 Invasion ’40 Doctrine and Plans

In 1914 the Germans had utilized the von Schieffen Plan to mount a massive right wheel through Belgium and into northern France. The maneuver came perilously close to sweeping past Paris and encircling all of France forces. In 1939, the German High Command envisioned the same sort of maneuver through the Belgium plains. Fall Gelb (Operation Yellow ), however, called for more modest objectives than the original von Schieffen Plan. Fall Gelb did not anticipate the total destruction of the French army or the occupation of most of France. The objective was merely to beat back the Allied forces in Belgium and occupy the Belgium ports and Dutch coast line. With shipping exposed to German air and naval powers, Hitler felt, the British would sue for peace. Without British support the French would call for negotiations also. All would be settled by 1941 and Hitler would be free to deal with the Soviet Union. Hitler authorized the attack to proceed in January of 1940, but poor weather and events caused the launch date to be proponed numerous times. Not all of the German High Command were impressed by the Fall Gelb Plan. generals Rundstedt and Manstein did not like the secondary role their Army Group A would play, nor were they convinced that Fall Gelb met the necessary objectives It contained no clear-cut intention of fighting the campaign to a victorious conclusion.

Its object, quite clearly, was a partial victory and territorial gains. General Manstein On October 31 the two submitted a revised Fall Gelb Plan that called for Army Group A to invade the Netherlands and northern Belgium , while Army Group A made its way through Luxembourg and the Ardennes forests. When the British and French forces moved north to defend their allies, the panzer divisions of Army Group A would emerge from the forests and rush westward to the English channel. The enemies would never be sure that the German objective was not Paris, Lille or Brussels until it was too late. Once the British and French were isolated and caught between two German army groups, its destruction was only a matter of time. The revised plan did not meet with a pleasant reception. General Brauchitsch refused to summit it to the OKW (German High Command) or to Hitler. However, on January 10, 1940 a German officer, carrying a detailed outline of the invasion of Belgium, inadvertently landed in Belgium territory and was captured. Now that the German plans were in the hands of the Allies, Hitler was eager to have Fall Gelb revised. The new Fall Gelb or Manstein Plan was put in place by Febuary 24 and all efforts were made to convince the French and the British that the original plans were still in place. By May 9, 1940 everything was in place for the invasion of Holland, Belgium and France.

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Vol. 3 Invasion ’40 Weapons

One development, between the wars changed the face of warfare. That, of course was the refinement of armoured vehicles. The tank had been invented to cope with the continuous front of trench warfare in the First World War. Early tanks were large, cumbersome and unreliable. It was not uncommon for one third of a tank force to fail to make the start line for any encounter. They were unable to pursue the enemy pass their initial objectives, mostly due to crew exhaustion. Few men could stand more than a couple of hours in the sever heat (100oF), breathing toxic exhaust fumes and being jolted into the red-hot, uncovered engine. The winners of the war took this as proof that armoured vehicles were of limited value. The losers took a fresh look at tanks and drew some unusual conclusions. By the late 1930’s tanks had become much more reliable and were being mass produced. A wide variety of designs were also evolving, catering to different roles envisaged for the armour vehicle. There is no such thing as a perfect tank. Basic design improvements always have a corresponding drawback. Speed is incompatible with heavy armour plating. A high horse-power engine limits the range of the vehicle between re-fueling. High ground clearance is desired for mobility but it also offers a higher profile for enemy gunners to shoot at. There were external limitations as well. Since travel put unnecessary wear and tear on the tanks, especially the treads, tanks had to be moved by rail. This meant that the tank could not be wider than train tunnels or on-coming traffic would allow. The most important limitation, however, was the turret ring. The turret ring determined the size of armament the tank could carry and the number of crew-members that could operate inside the turret. From the start the Allied High Commands could only see two uses for the tank.

One was as a replacement for the cavalry. Both Britain and France re-equipped their cavalry regiments with light, fast tanks for reconnaissance and covering an attacks front and flanks. The British used the Light Tank Mark VI B (5 tons). It was a small fast tank, armed only with machineguns. The French used many models, most importantly the Hotchkiss H-35 and H-39 (both 13 tons). Both were of medium speed (17 mph) but well armed with a 37mm gun. For reconnaissance the French AMC-35 (16 tons) was very fast (34 mph) and armed with either a machine gun or 25mm anti-tank gun.

The other use for tanks was the close-support of infantry. Tanks were to be mobile pill-boxes advancing with the infantry. As such they had to be heavily armoured, but speed was of no concern since the vehicle would only have to move as fast as a walking man (4 mph). The British opted for the tiny, but well-armoured A10, or Matilda I (13 tons). It was badly underpowered and armed only with a single machine gun. It proved obsolete and was relegated to a training vehicle after the Battle of France. The A12 or Matilda II (28 tons) was less of a failure, if only because its armour was so thick that only the largest German anti-tank guns could penetrate it. However, it could not fire High Explosives and only had one machinegun as an anti-personnel weapon and so was of limited value against infantry. The French had a variety of “infantry” tanks. The Renault R-35 was the most numerous. It was well armoured (11 tons) and carried a 37mm gun. It was a decent vechile, as was the Somua S-35 (22 tons) with its 47mm gun. Finally there was the Char B-1, a heavy tank (35 tons) carrying heavy armour and two machineguns, a 47mm anti-tank gun in the turret and a 75mm howitzer in the hull. It had a serious drawback in that it only had a range or 85 miles.

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Vol. 3 Invasion ’40 Weapons

On the whole Allied tanks were not inferior to German tanks in 1940, but they did have a couple of serious limitations. Almost all of them used a one-man turret. The tank commander was expected to command his tank, search for targets, load, aim and fire his gun. In addition, French tanks were not even equipped with radios, so the company or platoon commander had to open his hatch and signal orders by flags. Finally, the senior officers in both armies regarded the new weapon as a threat to the status of the older branches and tried to keep the tankist under control by keeping their tanks in small numbers and under the direct control of the infantry. The Treaty of Versailles had forbidden Germany from the manufacture or acquisition of tanks or even armoured cars with turrets. By the mid-thirties, however, this only offered Germany the chance to build a completely modern force, overnight. The first German tank was the PzKw I. It was a thin skinned little machine (6 tons) with only enough room for two crew and carried only two machineguns. But it was the prototype for all the German tanks that would follow. Because the German tanks (at least at first) were few in number they were expected to do a multitude of jobs. Where the French and British opted for very specialized vehicles, the Germans were forced to emphasize flexibility. The PzKw I was impressive in parades but useless on the battlefield and was soon replaced by the PzKw II (9 tons). The PzKw II was still under-gunned with only a 2omm gun. By 1940 PzKw III (20 tons) and PzKw IV (17 tons) were quickly replacing the smaller vehicles. These new tanks held five crew members, three in the turret. They featured sloped armour that deflected more shots, welded, rather than riveted joints face-hardened steel plating and all were equipped with radios. Both the PzKw III and the PzKw IV could be armed with 24mm high-velocity anti-tank gun or a 37mm low-velocity gun for delivering larger amounts of high-explosive. Most importantly, these tanks refused to become obsolete. Most of their parts were interchangeable with all the other PzKw models. As technology advanced the vechiles could be adopted without redesigning the whole tank. As the war

continued the PzKw III had its 37mm gun replaced with a short 50mm gun, then the long 50mm gun, then 75mm gun. Its armour was increased from 30mm to 50mm without any loss of speed. When the long 75mm gun came out it would not fit in the PzKwIII’s turret, so the turret was removed and the gun was mounted in the hull, creating the Sturmgeschutz, or StuG III. Finally, a very long 75mm gun was mounted in the hull to create the Jagdpanzer. No less than one third of the tanks used against France in 1940 came from Czechoslovakia. Hitler had aquired them when he occupied Prague in march of 1939. Two Czech tanks the PzKw 38(t) (9 tons) and the PzKw 35(t) (10 tons) were comparable to the PzKw III. They carried a 35mm gun but were only half the weight of their German counterparts. The Germans gave then another ton of armour and sent them off to France.

The other military development of the interwar years was, of course, airpower. Planes had proved their worth in the First World War, in the areas of air reconnaissance and artillery spotting, but now planes were faster, larger, sturdier and more reliable. Some of the military theorist, most notably Gullio Douhet, predicted that in future warfare would be carried out using planes only. Infantry commanders were not impressed. General Gamelin insisted “ Direct action of air forces in battle is illusory. There is no such thing as the aerial battle” he went on to proclaim,” only the battle on the ground”. Air forces would shoot themselves out of the skies in the first hour of the campaign and then it would be left to the land armies - as usual, was the French commander’s final conclusion. As a result, little investment was made in the French Air force. Indeed, it did not replace its World War One aircraft until 1934. Even then the pace was slow. French aircraft were still made by hand and were exorbitantly expensive. France did produce some fine aircraft. Experts still favorably compare the Dewoitine D.520 with the British Submarine Spitfire. However, by May 1940 there were only 79 D.520’s. The rest of the 1100 planes were as diverse and varied as the French tanks. Even worse, other than separating the Air Force into a separate arm, the French had done little to

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Vol. 3 Invasion ’40 Weapons facilitate the co-operations between land and air forces. Chief of the Air Co-operation Forces Command gave the air force orders, but so did the Air High Command. Zone Commanders could also order aircraft, but no one below HQ level could and Co-operations Forces Command the Air High Command and the zone commanders were not linked in any communications network. Division, Regimental and battalion commanders did not have any experience with coordinating actions with the air forces. Not that it mattered not of the French aircraft were equipped with radios. As a result, the French aircraft rarely left the ground on a close-support mission and when they did they were inevitably late and misinformed. On the other hand the British had taken General Douhet’s prediction much too seriously. The RAF had focused most of its talents and developments around the theory of strategic bombing. It was near to perfecting a long-range heavy bomber and had already produced effective fighters to escort these behemoths. But if Douhet was correct and diversion of aircraft in support of ground troops was a dangerous diversion of airpower from its decisive strategic function. As a result the British were unprepared to effectively use their fighter arm (mostly Hawker Hurricanes) in support of their ground forces. The Luftwaffe, in contrast, had been designed specifically to provide ground support. The Junkers JU 52, three-motor transports could move a division halfway across Europe. In August 1936 the Germans lent General Franco 20 Ju 52 transports which moved 9,000 soldiers from Spanish Morocco to Spain to start the civil war, there. Air reconnaissance was similarly important. Before the Polish campaign. 288 aircraft were assigned to front line units. But the weapon that played the most dramatic role in the fighting of May 1940 was the dive bomber.

Level bombers of those days had to fly in a straight line, over the target, drop the bomb-load and hope that the wind did not push the weapon too far off course. The US Marines had developed the Curtiss F8C “Helldriver” where the pilot released the bomb while doing a 70o to 80o dive. This allowed for pinpoint accuracy and now allowed aircraft to target small tactical objects, like bridges, ships and strong points. A

German WWI air ace saw the American plane demonstrated in 1933, and was impressed enough that he insisted that German manufactures submit prototypes of dive-bombers to the Lufftwaffen. The Ju-87, or “Stuka” as it came to be known, was larger, slow and somewhat clumsy, but it could dive from 10,000 feet to 3,000 deliver a bomb accurately, or strafe enemy troops. To keep the skys clear of enemy which would interfere with the “Stuka” the Germans had 1050 Messerchmitt Me 109. At 354 mph, it was faster than any of the Allied fighter and could out climb and out dive them as well. With two 7.9 mm guns and two 20-mm cannon the Me 109 was capable of air combat as well as ground support. The Nazi also was further advanced in the area of anti-aircraft guns. General Gamelin’s views on the importance of airpower precluded much development of anti-air defenses. By 1939 France had only 5 Anti-Aircraft regiments (German had 72) and was particularly short of smaller guns needed for defense against low-level or diving attacks on small targets. The British were somewhat better off with their 40mm Bofors guns bought from the Swedes. However, at 10.3 tons, these guns were better at defending permanent installation, like airfield, than moving columns. The Germans had all calibers of AA guns, from small 20mm cannon to 105mm guns. These were attached to troops as far down the chain of command as divisions. Furthermore, they were all supplied with FLAK, high explosives and armour piercing shell. In 1940, it was not standard practice to use anti-aircraft guns in a anti-tank role, but the option was available. The idea of combining wheeled front steering with tracked drive was that of M. Kegresse, a Frenchmen working in the Russian Tsar’s garage. He developed a vehicle, for use in the snow, using an Austin car and tractor tracks. During the 1930’s the German Army started providing its panzer divisions with half-tracks. These ranged from the 5 ton Leichter Zugkraftwagen (light prime mover), used to tow anti-tank guns and light anti-aircraft guns

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Vol. 3 Invasion ’40 Weapons through to the monster 18 ton Schwerer Zugkraftwagen (heavy prime mover) That could winch a disable tank out of the mud.

Half tracks remained less expensive to produce than any fully tracked vehicle, since its wheeled steering precluded any complex system changing the speed of either track. The half track was much less damaging to roads and was only slightly less efficient when moving cross-country. However, if the vehicle was towing anything its cross-country capacity was severely reduced. For this reason tank and artillery experts sought to have the gun placed inside the chassis. By 1940, however, none of these self-propelled artillery vehicles were ready for battlefield use.

The German infantry halftracks were adopted from the artillery halftracks. Thin, sloped armour was provided on all sides to deflect hits. It was never designed as a vehicle to fight from - the open top made it extremely venerable to grenades and mortar bombs. However, they still transformed the fighting quality of the panzer division. They carried infantry alongside the tanks and carried heavy mortars, heavy machine-guns and artillery pieces to the front. Eventually, they became the preferred vehicle of reconnaissance units as well. However, German industry could not keep up with the demand for this vehicle. It was wanted for carrying ammunition, laying cables, evacuating casualties, artillery forward observers and command vehicles. By the Polish campaign only Guderian’ 3rd Panzer Division were supplied with any. By May 1940 each German division (3000) was allocated 73 vehicles of any type. It was a lucky German soldier who could hitch a ride on a horse-drawn wagon.

Experiments in Britain, aimed a forming an “all-tank” army had produced the Bren gun carrier. It was an open-topped, lightweight, tracked vehicle that could carry four infantrymen. It proved too fragile for combat, but, later in the war, would be useful for bringing men and material to the front. Britain had the first ‘modern’ army, in that every unit of the British Expeditionary Force was motorized. The French, on the other hand, were almost totally a “foot” army. The

French army would get to the battlefield by marching (the way their fathers had). The Germans recognized the value of motorized transport, but German industry was unable to meet the military demand for trucks. In fact in 1939, the German forces had lost 2000 vehicles while industry had provided only 1000 replacements, during peacetime. So with the greatest reluctance Chief of Army general staff proposed a drastic “de-motorization program” for the armed forced. For the immediate future the German Army would replace its transport vehicle losses with horses. Any ordinary infantry division had 5,375 horses, requiring 50 tons of hay and oats per day, plus daily exercise, grooming, feeding and watering. Reports from the Polish campaign were showing that horse-drawn troops and supplies could not keep up with the armoured columns, but the Germans would have to make due with the transports they had. In the 1930’s Germany had begun to put may of its fighting men on motorcycles. They were expected to ride into battle and then dismount to fight - much like the “dragoon” of the 1700’s. However, the motorcycles proved to be quite unsuitable for modern warfare. The rider was extremely vulnerable, not only to small arms fire, but to mantraps, like spilled oil or choke-wires. In good weather, such as in Poland, the motorcycle was efficient enough, but as soon as the ground became soft or frozen the motorcycle was useless. By May 1940, the motorcycle was quickly being relegated to communications duties. Almost all the artillery, of all the conflicting nations were howitzers- that is to say towed, long-barreled, low-velocity guns that lobbed high explosives high into the air to “plunge” on the enemy. The British and French (and for that matter, the Dutch and the Belgiums) had large numbers of 75mm and 105mm howitzers left over from the Great War. These were excellent, light guns with a high rate of fire. The Germans, having lost most of their weaponry as a result of the Treaty of Versailles, had newer artillery equipment. Each panzer division had three battalions of artillery; the heavy artillery with twelve 150mm howitzers

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Vol. 3 Invasion ’40 Weapons and two battalions of light artillery, each with twelve 105mm howitzers. The infantrymen of 1940 looked very much like their fathers had in 1918. The standard weapon was still the bolt-action rifle. The most important change had been the improvements in the machinegun. The World War I machinegun had been water-cooled and took three men to work. The 1930’s machineguns were air-cooled, reducing the weight from over 100 pounds to about 25 pounds. The Germans had also perfected a one-man machine-gun. The French had not even explored the concept. The British had access to an excellent sub-machinegun, the Thompson .45

or “Tommy gun” but the British high command made clear that “the British Army sees no need to equip itself with gangster weapons” The other development in infantry tactics was the development of Combat engineers or the German Pioniere. These units would be armed as infantry, but their specific role was to create obstacles to impede the enemy’s advance and to speed up a friendly advance by reducing enemy strong points or natural obstacles. To do this they were equipped with construction and demolition equipment, explosives, flamethrowers, hollow charges and other specialized equipment.

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Vol. 3 Invasion ’40 Weapons reducing the weight from over 100 pounds to about 25 pounds. The Germans had also perfected a one-man machine-gun. The French had not even explored the concept. The British had access to an excellent sub-machinegun, the Thompson .45 or “Tommy gun” but the British high command made clear that “the British Army sees no need to equip itself with gangster weapons” The other development in infantry tactics was the development of Combat

engineers or the German Pioniere These units would be armed as infantry, but their specific role was to create obstacles to impede the enemy’s advance and to speed up a friendly advance by reducing enemy strong points or natural obstacles. To do this they were equipped with construction and demolition equipment, explosives, flamethrowers, hollow charges and other specialized equipment.

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Vol. 3 Invasion ’40 Divisional Organization

Germany

Germany had lost the Great War and so was encouraged to embrace new ideas. The Treaty of Versailles restricted the German military so and forced it to be inventive. But for whatever reasons, the Germans, between the wars, developed the most inventive and integrated system of divisional organization. Officers as low down he chain of command as platoon commanders were expected to demonstrate personal initiative. To facilitate this, heavy weapons, anti-tank weapons and very light artillery, which in other armies were kept under

the command of divisional commands until needed were permanently assigned to company headquarters. Armoured divisions were established, complete with its own infantry support. Furthermore, formations were modularized so that the separate parts could be detached or recombined with other divisions, relatively effortlessly, depending on the local operation and conditions. one or two battalions of three companies each. In addition, the division had a permanent attachment of motorized infantry or “Panzer”

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Vol. 3 Invasion ’40 Divisional Organization The amoured or “Panzer” divisions typically, had one or two regiments(s) of tanks, divided into one or two battalions of three companies each. In addition, the division had a permanent attachment of motorized infantry or “Panzer

Grenadiers” and support formations . One or two of these Panzer Grenadier regiments would be attached; consisting of one to three battalions organized similar to infantry battalions

.France, Belgium and the Netherlands

France, Belgium and the Netherlands still employed the traditional triangular division system – three regiments of three battalions each; three companies to each battalion. France also had motorized divisions of “Division Infantrie Motorisee” (DIM). But unlike their German or British counter parts the French motorized divisions did not possess all the vehicles needed to transport all the troops. Artillery and reconnaissance formations were well equipped, but the infantry regiments were organized to be easily transported to the battlefield by truck and buses ! and heavy weapons were still to be transported by horses.

In the early 1930’s, France had transformed four of its Cavalry divisions into Division Legere Mecanique (DLM). Each consisted of a recognizance regiment, two combat tank regiments, two dragoon regiments of two battalions, each; and support formations. The remaining Light Cavalry Divisions (DLC) were lightened because of the vulnerability of horses in open ground. These divisions consisted of two Cavalry regiments; a armoured car regiment and a light or medium tank regiment and support formations. With the display of a complete Panzer division at a Berlin parade in 1937, France raced to develop its own armoured division, even though de Gaulle and others had advocated such an approach since 1934. True to France defensive doctrine these divisions were seen as a mobile reserve intended to plug a break in the line, rather than an attack force. The first Division Cuirassee de Reserve (DCR) was created on Sept. 2nd, 1939, one day before France declared war ! The divisions would consist of a tank half-brigade of two battalions heavy combat tanks; a tank half-brigade of two battalions light tanks; a battalion of mechanized infantry and support formations

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Vol. 3 Invasion ’40 Divisional Organizations

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Vol. 3 Invasion ’40 Divisional Organizations Britain The British still used the odd-ball organizations from the 18th century. An infantry Division consisted of three brigades of three regiments each and support formations. Each regiment had only one battalion of four companies.

A British armoured division had a reconnaissance battalion of light tanks or armoured cars; two infantry tank brigades and support formations. The tank brigades would consist of three tank regiments each providing one battalion, of three squadrons each.

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Vol. 3 Invasion ’40 Army Group “A”

Both the Netherlands and Belgium incorporated waterways, dominated by fortresses in their defense against the Germans. The Belgians had the Albert canal which ran from Antwerp, along the Dutch boarder and then joined the Muese river running south parallel to the German boarder and into the Ardennes. Near where the Albert canal joined the Muese, the whole valley was dominated by the fortress of Eben-Emael. This miniature version of the French Maginot line, was set right into the cliff created with the digging of the canal. The gun emplacements had walls and roofs of reinforced concrete - about five feet thick. Its armament consisted of six 120mm guns in revolving armoured cupolas, eighteen 75mm guns in casemates and a maze of concrete pill boxes, anti-tank guns light and heavy machine guns, a twenty foot wall and search lights. The Dutch had three defensive lines. The first was a lightly manned delaying position along the Mass and Ijswel rivers. The main defensive line, the “Grebbe-Peel Line” ran from the Zuider Zee, south east to the Belgium frontier. Much of the areas were easily flooded or had obstacles constructed upon it. Finally, Rotterdam, Amsterdam, the Hague and Utrecht were encircled within a defensive line from Der Helder to the Holland Deep. It was known as ‘Fortress Holland’. To both those problems the Germans applied the same solution - Airborne troops. The 7th Air Division would land between Rotterdam and Moerdijk and seize the key installations, especially the bridges that led to Rotterdam. Fortress Holland could thus be by-passed. The 22nd Infantry Division was to land on the airfields captured by its parachute battalion. These troops would prevent Rotterdam from being reinforced, capture the Royal Family and

seize the airfields before the British could use them. On the first day of Fall Gelb, May 10, 1940, things did not go well for the 22nd. The area of operations was far too large and the troops far too few. None of the airfields were captured intact. Most of the reinforcements had to return to Germany. The Royal Family was never in serious danger and no obstacles were erected to prevent the movement of Dutch forces. However, this small German force did cause a lot of concern and panic. Many resources were allocated to fighting the 22nd, that could have been of better use elsewhere. The 7th Air Division, on the other hand, achieved almost all of its objectives. Paratroopers captured the airfield at Waalhaven. Reinforcements were flown into the airstrip and spread out to capture the key bridges. On the Nieuwe Maas German sea planes landed and taxied right up to the bridge into Rotterdam. German troops were on the superstructure of the bridge before the astonished guards could react. Another company parachuted into a sports stadium and then commandeered an electric trolley to travel to the Nieuwe Maas bridge.

By May 12 the lead elements of 9th Panzer Division Had reached the Moerdijk Bridges. The division advance for two days, but found the area north of the Nieuwe Maas unfavorable to tanks. The German High Command desperately needed the 9th Panzer Division to reinforce the battle for France. Hitler authorized the bombing of Rotterdam to secure a surrender. Heinkel 111s, flying unmolested over Holland, charred the city. Rotterdam surrendered at 1800. The country capitulated two hours later.

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Vol. 3 Invasion ’40 Army Group “A”

In Belgium the Germans used paratroopers to capture the bridges over the Albert Canal at Veldwezelt, Vroenhofen and Canne. Simultaneously, five large gliders, carrying seven or eight men landed on the roof of the fort and systematically destroyed the steel

covers to the gun turrets, using hollow charges. Additional explosives destroyed stairway shafts and filled the tunnels of the fort with smoke. The next day the advance troops of the German sixth army arrived and Eben Emael – the fortress thought to be impregnable – surrendered

Game Length; 2 Days (May 10th to 11th 1940) [German player sets up second and moves first] German Briefing Fly on this day against the enemy ! Into the ‘planes, into the ‘planes ! Comrades, there is no going back ! German ‘Song of the Paratroops’” Supply - Air-assault units = none; 16th Corps = average Friendly edge - none at the beginning of the game. East edge once the the 16th Corps enters the table Activations 1st Para. Reg’t and 7th Air Eng. 0 cards to start (see Special Rule #5) 2 card draw per day 16th Corps - 10 cards - 3 card draw per day Artillery - none Morale 1st Para. Battalions - Veterans (10) 7th Air Engineers - Veterans (10) Panzer - Experienced (9) Infantry battalions - Average (8) Air support - 5 Tactical Ground support

(Stukas) (Average)

1st Para. Reg’t Historical landing COps and FUP DZ I 1st Battalion - landed by glider (1 SMG stand + command stand) DZ A or B 2nd Battalion - landed by glider (1 SMG stand + command stand) DZ I or F 3rd Battalion - landed by glider (1 SMG stand + command stand) DZ K, L

or N

7th Air Div. Engineers (See Special Rules # 3) A Group (1 engineer stand)

- landed by glider Eban Emael B Group (1 engineer stand)

- landed by glider Eban Emael C Group (1 engineer stand)

- landed by glider Eban Emael D Group (1 engineer stand)

- landed by glider Eban Emael Deployment

To start the game, the German player notes the DZ where each of his airbourne battalions will land their gliders and the turn of the landing. As well, he must note when and on what turn the airbourne reinforcements (parachutists) will land.

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Vol. 3 Invasion ’40 Eben Emael Airborne reinforcements The following forces may jump, by parachute, at any location and on any turn after turn 3. The German player must note the location and turn of these “jumps” before the game begins. They cannot be changed once the game has started. Like any other parachute jumps they may not partake of any other action until they have come within 2” of their own unit battalion HQ (already on the ground). Once combined each parachute battalion should consist of 2 SMG companies, an HQ and a Heavy Weapons stand. 1st Battalion (HQ + 2 SMG stand + hvy wpns stand)

- landed by parachute 2nd Battalion (HQ + 2 SMG stand + hvy wpns stand)

- landed by parachute 3rd Battalion (HQ + 2 SMG stand + hvy wpns stand)

- landed by parachute Reinforcements

During the dawn phase of the first day’s game (May 10) the German player rolls a d10 to see if the 16th Corps reaches Maastricht.

A roll of “1”,or ”2” Indicates the arrivial of the 16th Corps on turn 3. A roll of “3”, “4” or “5” indicates the arrivial of the 16th Corps on turn 4. A roll of “6”, “7”, *8” or “9” indicates the arrivial of the 16th Corps on turn 5. A roll of “0” indicates the arrivial of the 16th Corps on turn 6. All these reinforcements arrive on the eastern edge of the table, within the city of Maastricht. 16th corps 3rd Panzer Division C Ops and FUP 51st Engineers (3 Eng stands) 5th Panzer Reg’t HQ (command stand) 1st Battalion (3 Pz I stands)

2nd Battalion (3 Pz II stands) 6th Panzer HQ (command stand) 1st Battalion (3 Pz I stands) 2nd Battalion (3 Pz II stands) 3rd Panzer Infantry Reg’t HQ (command stand) 1st Battalion (3 Inf stands carried in trucks) 2nd Battalion (3 Inf stands carried in trucks) Belgium Briefing Army Group 1 informs me that: 1. Group Keyaerts will retire to the Meuse at Huy. 2. There will be no more Belgian troops tomorrow on the right bank or the Muese south of the Liege-Namur line. General Georges demands, at once, that the attention of the Belgians be immediately and firmly drawn to the absolute necessity of not withdrawing except under extreme enemy pressure. They must especially maintain, as long as possible, their forces south of the Meuse at Huy to avoid creating a gap between the Meuse and the left of our cavalry.

Message sent by French General Gamelin, to King Leopold of Belgium, May 10, 1940

Supply = average Friendly edge - West and South edge Activations - 0 cards to start; 6 cards draw per day Artillery - Eban Emael - average - 1 templates, per artillery position per

turn; unlimited rounds Field artillery - inferior

- 4 templates, 10 rounds, - 4 replacements per day

Morale Infantry & Jager battalions - Experienced (9) Garrison battalions - Inferior (7) Air Support - none FLAK - none

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Vol. 3 Invasion ’40 Eben Emael Belgium Forces 1st Garrison Division 1de Garrison Reg’t HQ (command stand)

1st Battalion (1 infantry stand +light Anit-tank gun + hvy wpn stand) Veldwezelt bridge

2nd Battalion (1 infantry stand +light Anit-tank gun + hvy wpn stand) Vronehofen bridge 3rd Battalion (1 infantry stand +light Anit-tank gun + hvy wpn stand) Canne bridge 6de Dutch Garrison Reg’t 1st Battalion (1 infantry stand)

north Maastricht bridge 2nd Battalion (1 infantry stand)

south Maastricht bridge Deployment

The Garrison battalions must set up on the west end of the indicated bridges Garrison units may not voluntarily leave their initial deployment position. Reinforcements The Belgium player should secretly roll a d10 for each of the following divisions. On a roll of “1” the division arrives on May 10. Roll a d10 to determine the turn that the division arrives

“1” or “2” = turn 6 “3” or ”4” = turn 7 “5” or “6” = turn 8 “7” or “8” = turn 9 “9” or “10”= turn 10 On a roll of “1” to “3” the division arrives on May 11. Roll a d10 again to determine the turn of the division’s arrival. The result of the die roll equals the game turn of the second day that the division arrives On an initial roll of “4” or higher the division does not arrive at all. They were diverted to other battlefields or interdicted by Stukas.

1st Division Cavalerie (north)

- roll d10 - “1” to “3” arrives on road 1;

- “4+” arrives on road 2 C Ops and FUP Anti-tank battalion (2 light gun stands and trucks) 1st Chasseurs a Cheval Reg’t HQ (command stand) 1st Battalion (3 motorcycle infantry stands) 2nd Battalion (3 motorcycle infantry stands) 3rd Battalion (3 motorcycle infantry stands) 1st Division Cavalerie (west)

- roll d10 - “1” to “3” arrives on road 2;

- “4” to “6” arrives on road 3; “7+” on road 4

C Ops and FUP Anti-tank battalion (2 light gun stands and trucks) 2nd Lancers Reg’t HQ (command stand) 1st Battalion (3 motorcycle infantry stands) 2nd Battalion (3 motorcycle infantry stands) 3rd Battalion (3 motorcycle infantry stands) 1st Division Cavalerie (south)

- roll d10 - “1” to “3” arrives on road 3;

- “4+” arrives on road 4 C Ops and FUP Machine gun battalion (2 independent machinegun stands and trucks) 1st Guides Reg’t HQ (command stand) 1st Battalion (3 motorcycle infantry stands) 2nd Battalion (3 motorcycle infantry stands) 3rd Battalion (3 motorcycle infantry stands)

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Vol. 3 Invasion ’40 Eben Emael 4de Infantry Division

- roll d10 - “1” to “3” arrives on road 2;

- “4+” arrives on road 3 C Ops and FUP 1ste Karabiniers Reg’t (3 med. tank stands) (light armour, med gun, med speed) 8de Infantry Reg’t HQ (command stand) 1st Battalion ( 3 infantry stands + hvy wpns stand) 2nd Battalion ( 3 infantry stands) 3rd Battalion ( 3 infantry stands) 9de Infantry Reg’t HQ (command stand) 1st Battalion ( 3 infantry stands + 1 hvy wpns stand) 2nd Battalion ( 3 infantry stands) 3rd Battalion ( 3 infantry stands) 5de Chasseurs Ardennais Division

roll d10 - “1” to “3” arrives on road 2; “4” to “8” arrives on road 3; “9” or “10” on road 4

C Ops and FUP 2nd Hussars Light tanks (3 light tanks stands) (light armour, machine gun, fast) 4de Jager Reg’t HQ (command stand) 1st Battalion ( 3 Infantry stands in trucks) 2nd Battalion ( 3 Infantry stands in trucks) 3rd Battalion ( 3 Infantry stands in trucks) 5de Jager Reg’t HQ (command stand) 1st Battalion ( 3 Infantry stands in trucks) 2nd Battalion ( 3 Infantry stands in trucks) 3rd Battalion ( 3 Infantry stands in trucks) 6de Jager Reg’t HQ (command stand) 1st Battalion ( 3 Infantry stands in trucks) 2nd Battalion ( 3 Infantry stands in trucks) 3rd Battalion ( 3 Infantry stands in trucks)

2de Division Cavalerie roll d10 - “1” to “3” arrives on road 3;

- “4+” arrives on road 4 C Ops and FUP Anti-tank Battalion (2 Light Anti-tank stands) 1de Lancers Reg’t HQ (command stand) 1st Battalion (3 motorcycle infantry stands) 2nd Battalion (3 motorcycle infantry stands) 3rd Battalion (3 motorcycle infantry stands) 4de Bicycle Reg’t HQ (command stand) 1st Battalion (3 bicycle infantry stands) 2nd Battalion (3 bicycle infantry stands) 3rd Battalion (3 bicycle infantry stands) Victory Conditions The German player must have a C Ops and nine combat stands, of the 16th Corps, exit the table at road C or D. Any other result is a Belgium victory. Special Rules 1. The combat within the walls of Eban Emael must be handled in an abstract way. The machine guns were placed in immovable bunkers. Therefore, the Belgium fortress machine guns can only fire within a 45o arc of their front facing (direction of arrow on map) and cannot pivot. Each machinegun emplacement fires as a one stand machinegun company (see weapons chart at back of book). The artillery positions cannot fire on German infantry within the walls of the fortress. The walls of Eban Emael block line-of-sight unless the firier or target or both are touching the wall. The wall takes one action to cross by infantry, no other types of stands may cross the wall. 2. The main purpose of the Eban Emael fortress was to dominate the Veldwezelt, Vroenhofen and Canne bridges and the whole valley between Maastricht and Leige.

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Vol. 3 Invasion ’40 Eben Emael However, communication and fire control was abysmal. The artillery positions cannot commence firing until the Belgium player established contact with the forward observers at the bridges. He rolls a d10 at the beginning of each of his turns. If the result is equal or less than the turn number, contact has been established. From that turn on he may place one template for each un-suppressed, un-destroyed artillery position on Eban Emael. These templates can be placed anywhere on the table without rolling on the barrage delay table. The 120mm gun destroys its target, (including a bridge) on a roll of “1” or “2”. German artillery fire and air attacks (Stukas) have no effect on the machinegun positions or the artillery positions of the fortress Eban Emael. 3. Each Engineer Group stand of the 7th Air Engineers acts as an independent battalion of 1 stand. The principle weapon of the German engineers was the new hollow-charges. When a German stand comes into close combat with a machinegun bunker or artillery position, instead of conducting a close combat roll a d10 on the following chart “1” to “4” Belgium position destroyed “5” to “7” Belgium position suppressed

- German stand stays in contact “8” to “9” German stand repulsed - retreat 3”

and suppressed “10” German stand destroyed Engineers may move into destroyed artillery or machinegun positions. In these cases the Engineers are considered to be in “bunker” cover. 4. Both Dutch and Belgium Garrison units had orders to destroy their bridges if they were in danger of falling into German hands. The Dutch were successful in blowing the bridges at Maastricht. The Belgiums were less prepared,

however, not expecting to be attacked from the air. Once Germans have entered the board roll a d10 for every bridge. A Dutch bridge destroyed if the die roll minus 2 (-2) is equal or less than the turn number. A Belgium bridge is destroyed if the die roll plus 1 (+1) is equal or less than the turn number. Once the Garrison stand has been pushed from the bridge or destroyed by the German forces that bridge is safe from demolition, even if the bridge is re-captured by the Belgiums. The bridge can still be destroyed by fire from Eban Emael, however. 5. All units of the German 7th Air Engineers and the 1st Parachute Reg’t are automatically activated at the beginning of the game. After the first day (May 10) they must be activated through Activation Cards 6. All Belgium field artillery are “on-call” for the first day (May 10). Fortress guns are handled in Special rule #2 7. The Dutch and Belgium Garrison troops may not voluntarily leave the bridge or bunker where they are initially deployed. They do not have a C Ops or FUP. They do not suffer +10% from being outside 12” from their C Ops on a Morale Check. However, they may not rebuild during the Replacement Phase of the Night Turn. In addition, Garrison units may not re-deploy during the Night Turn. 8. The 51st Engineers may build a pontoon bridge over the Maas River or the Albert Canal. While building a bridge the all the stands of the Engineer Battalion may partake of no other actions. On the eleventh action taken building the bridge roll a d10. If a “1” is the result the bridge is completed. A “1” or “2” is needed after the twelfth action. A “1”, “2” or “3” is needed after the thirteenth action, and so on

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Vol. 3 Invasion ’40 Eben Emael

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Vol. 3 Invasion ’40 The Dutch Bridges

Game Length; 4 Days (May 10th to 13th 1940) [German player sets up second and moves first] German Briefing In the future, victory will be won by jumping the front lines, with whole fleets of aircraft and attacking the enemy in his own home. Giulio Douhet Command of the Air 1921 Supply - Air-assault units = none; 18th Army = average Friendly edge - none at the beginning of the game. - South edge once the 18th Army enters each table Activations - 7th and 22nd Divisions 0 cards to start (see Special Rule #5) 2 card draw per day 18th Army - 10 cards - 3 card draw per day Artillery - none Morale - Para. battalions - Veterans (10) Panzer Battalions –Experienced (9) SS battalions - Experienced (9) Infantry battalions - Average (8) Air support - 5 Tactical Ground support

(Stukas) (Average) 7th Division Briefing -- All land anywhere south of Rotterda. Your mission is to secure the bridges across the Nieuwe Maas and Oude Maas. Secure these approaches to Rotterdam and hold them until relieved by the 18th Army

7th Airlanding Division Historical landing COps and FUP DZ E Prager Para. Battalion (3 SMG stands + command stand) DZ L Brandis Para. Battalion (3 SMG stands + command stand) DZ P Schultz Para. Battalion (3 SMG stands + command stand) DZ E 16th Infantry Reg’t HQ (command stand) Infantry Gun (light gun stand) 1st Battalion (3 infantry stands) Seaplanes 2nd Battalion (3 infantry stands +1 hvy wpns stand) Waalhaven field 3rd Battalion (3 infantry stands +1 hvy wpns stand) Waalhaven field Deployment

To start the game, the German player notes the DZ where each of his battalions will jump and the turn of the jump. The 7th Division must land on the tables south of Rotterdam. Reinforcements

During the dawn phase of each turn the German player rolls a d10 to see if the 18th Army reaches Moerdijk. On May 10th a roll of “1” will indicate the arrival of the 18th Army. On May 11th a roll of “1”,or ”2” indicates the arrival of the 18th Army. On May 12th a roll of “1”,”2”, “3”, “4” or “5” indicates the arrival of

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Vol. 3 Invasion ’40 The Dutch Bridges the 18th Army. The 18th Army automatically arrives on May 13th, if it has not done so already Once the 18th Army has arrived roll a d10 to determine the turn on which these units will cross the Moerdik Bridge (road 11). On the first turn the 9th Panzer Div. Reccon Battalion must enter the table first. After that the units can enter in any order the German player wishes. 18th Army Briefing -- all come on at road 11 as reinforcements Upon penetrating the “Grebbe-Peel Line” in eastern Netherlands you are to break away from the main assault and make for Moerdijk, with all speed. There, you will link up with elements of the 7th Division and advance over the bridges held by them, to occupy Rotterdam. 9th Panzer Division C Ops and FUP Recce Battalion (3 stands of motorcycle infantry) HQ (command stand) 33rd Pz Battalion- (3 Pz II) 10th PzInf Battalion (3 infantry stands+ hvy wpns+ Inf.gun, in trucks) 11th PzInf Battalion (3 infantry stands+ hvy wpns.+ Inf.gun, in trucks) 254th Infantry Division C Ops and FUP 164 Infantry Reg’t HQ (command stand) Infantry Gun (light gun stand) 1st Battalion (3 infantry stands +1 hvy wpns stand, in trucks) 2nd Battalion (3 infantry stands +1hvy wpns stand, in trucks) 3rd Battalion (3 infantry stands +1 hvy wpns stand, in trucks)

Verfuegungs SS Divison C Ops and FUP Germania SS Motorized Infantry Reg’t HQ (command stand) Infantry Gun (light gun stand) 1st Battalion (3 infantry stands +1 hvy wpns stand, in halftracks) 2nd Battalion (3 infantry stands +1 hvy wpns stand, in halftracks) 3rd Battalion (3 infantry stands +1 hvy wpns stand, in halftracks) Der Fuhrer SS Motorized Infantry Reg’t HQ (command stand) Infantry Gun (light gun stand) 1st Battalion (2 infantry stands +1 hvy wpns stand, in halftracks) 2nd Battalion (2 infantry stands +1 hvy wpns stand, in halftracks)

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Vol. 3 Invasion ’40 The Dutch Bridges

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Vol. 3 Invasion ’40 The Dutch Bridges Dutch Briefing

There is no such thing as a battle of the air. There is only a battle of the land. We have practically no planes ? No matter; we will win the war without them. The Air Force will not play, in the next war, the role which certain military commentators foresee. It will quickly lose its effectiveness as a result of using up its material and personnel. It will burn itself out in a flash General Gamelin Head of French Armed Forces 1939 Supply = average Friendly edge - North edge of Rotterdam maps Activations - 0 cards to start ; 6 cards draw per day Artillery - inferior; 4 templates, 12 rounds, 6 replacements Morale - Royal Guards - Veterans (10) Karabiniers - Average (8) Huzaren battalions - Average (8) Infantry & Jager - Average (8) Militie & Garrison - Inferior (7) Air Support - none FLAK Both tables -- Light AA Dutch Forces 1st Garrison Division Anit-tank company (light gun) 2de Garrison Reg’t HQ (command stand) 1st Battalion (1 infantry stand) Pijnacker 2nd Battalion (1 infantry stand + hvy wpn stand) Delf 3rd Battalion (1 infantry stand ) within 12” of Rotterdam 5de Garrison Reg’t HQ (command stand) 1st Battalion Waalhaven airfield (1 infantry stand)

2nd Battalion Rotterdam bridge bunker (1 infantry stand + hvy wpn stand) 3rd Battalion (1 infantry stand ) Schiedan

5de Militie Division C Ops and FUP Zwijndrecht Anit-tank company (light gun) 12de Militie Reg’t HQ (command stand) 1st Battalion Zwijndrecht (3 infantry stand + hvy wpn stand) 15de Militie Reg’t HQ (command stand) 1st Battalion Dordnecht (2 infantry stand + hvy wpn stand) 2nd Battalion Moerdiljk (1 infantry stand) Deployment

The Garrison and Militie battalions must set up with at least one stand in the indictcated town or airfield. Garrison units may not voluntarily leave the town, bunker or airfield. Reinforcements The Dutch player should secretly roll two d10 for each of the following divisions. The sum of each pair of dice indicates which turn of the game that division arrives. (Example a roll of “8” would indicate that the division will arrive on turn 8 of the first day while a roll of “15” would indicate that the division arrives on turn 5 of the second day.) Once the turn of arrival has been determined for each division roll a single d10 for each division to determine the road that the units will use to enter the gaming tables. 6de Infantry Division C Ops and FUP Anti-tank battalion (2 light gun stands and trucks) 6de Huzaren Reg’t (3 Inf Support Tank stands) (light armour, MG armed, med.speed) 12de Infanterie Reg’t HQ (command stand) 1st Battalion ( 3 infantry stands) 3rd Battalion ( 3 infantry stands)

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Vol. 3 Invasion ’40 The Dutch Bridges 15de Militie Reg’t HQ (command stand) 1st Battalion Dordnecht (2 infantry stand + hvy wpn stand) 2nd Battalion Moerdiljk 1st company (1 infantry stand) Deployment

The Garrison and Militie battalions must set up with at least one stand in the indicated town or airfield. Garrison units may not voluntarily leave the town, bunker or airfield. Reinforcements The Dutch player should secretly roll two d10 for each of the following divisions. The sum of each pair of dice indicates which turn of the game that division arrives. (Example a roll of “8” would indicate that the division will arrive on turn 8 of the first day while a roll of “15” would indicate that the division arrives on turn 5 of the second day.) Once the turn of arrival has been determined for each division roll a single d10 for each division to determine the road that the units will use to enter the gaming tables. 6de Infantry Division C Ops and FUP Anti-tank battalion (2 light gun stands and trucks) 6de Huzaren Reg’t (3 Inf Support Tank stands) (light armour, MG armed, med.speed) 12de Infanterie Reg’t HQ (command stand) 1st Battalion ( 3 infantry stands) 3rd Battalion ( 3 infantry stands) 5de Oost-Indiche Reg’t HQ (command stand) 1st Battalion ( 3 infantry stands + hvy wpns) 2nd Battalion ( 3 infantry stands) 3rd Battalion ( 3 infantry stands) 4de Infantry Division C Ops and FUP 1ste Karabiniers Reg’t (3 med. tank stands)

(light armour, light gun, med speed)

7de Infantry Reg’t HQ (command stand) 1st Battalion ( 3 infantry stands) 2nd Battalion ( 3 infantry stands) 3rd Battalion ( 3 infantry stands) 8de Infantry Reg’t HQ (command stand) 1st Battalion ( 3 infantry stands + 1 hvy wpns stand) 2nd Battalion ( 3 infantry stands) 3rd Battalion ( 3 infantry stands) Light Division C Ops and FUP 27de Jager Reg’t HQ (command stand) 1st Battalion ( 3 bicycle-infantry stands) 2nd Battalion ( 3 bicycle-infantry stands) 3rd Battalion ( 3 bicycle-infantry stands) Victory Conditions The German player must have a C Ops of the 18th Army inside Rotterdam by the end or the fourth day (May 13th) in order to win. If the German has control of the Moerdijk, Dordrecht and Rotterdam bridges but no elements of the 18th Army over the Rotterdam Bridge (historical result) the game is considered a tactical draw (Hitler will have to divert air power from other theatres to subdue the Dutch). Any other result is considered a Dutch Victory. Special Rules 1. The north map is connected to the south map via the Moerdijk/Rotterdam road, as indicated by the grey transit arrow. Any unit, of either side, moving via road off the south-east corner of the north table is immediately placed on the north-west corner of the south table or vise versa. Indeed, units should be able to fire between tables if the target is in range. NOTE the compass roses ! To fit the map onto the page we have rotated the southern map 90o. this should be taken into account when moving or firing between tables

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Vol. 3 Invasion ’40 The Dutch Bridges

2. The 1st Battalion of the 16th German Infantry Reg’t were transported by seaplane. They can be placed down anywhere on the Oude Maas or Nieuvre Maas. These planes still must suffer through the Anti-Aorcraft fire, but do not suffer from drift and will land exactly where the German player wishes, without a landing roll.

3. The 2nd and 3rd Battalions of the German16th Infantry Reg’t, as well as the 47th German Infantry Reg’t and the 65th German Infantry Reg’t were transported by Junker 52 aircraft and so must land at an airfield. The German player must secretly note which airfields each battalion will land at and on what turn of May 10th. Only one battalion may attempt to land at each airfield, each turn. The four airfields were well defended and, other than the Waalhaven field, were strune with obstacles. Transports (1 per stand) have to roll on the Approach Chart, but not the Drift Chart. If the airfield is still in Dutch hands ”2” is subtracted from the die roll on the Landing Chart. In addition, each German company that is destroyed scatters debris on the runway. Subtract “1” for each German company that is destroyed at that particular airfield, when rolling on the Landing Chart. 4. Prager’s Para. Battalion had special training in “accuracy” jumping. One company actually dropped into a sports stadium ! After the landing points of this battalion are determined the German player may move it up to 2” in any direction. 5. Prager Para. Battalion, Brandis Para. Battalion and Schultz Para. Battalion can be activated all together for the cost of one battlegroup (2AP at start of day).

6. All units of the German 7th Division automatically activated at the beginning of the game. After the first day (May 10) they must be activated through Activation Cards 7. All Dutch artillery are “on-call” for the first day (May 10) 8. Units of the 7th Airlanding Division may only enter Rotterdam as far as the north end of the bridge over the Nieduwe Maas. Units of the 9th Panzer Division and all Dutch units may enter Rotterdam. 9. The Dutch 1st Garrison Div. may not voluntarily leave the town or bunker where they are initially deployed. The Dutch 1st Garrison Div. does not have a C Ops or FUP. They do not suffer +10% from being outside 12” from their C Ops on a Morale Check. However, they may not rebuild during the Replacement Phase of the Night Turn. In addition, Garrison units may not redeploy during the Night Turn.

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Vol. 3 Invasion ’40 Army Group “B”

While Army Group B was invading the Netherlands and northern Belgium, Army Group A was making its way through Luxemberg and the Ardennes Forests. The French High Command was well aware of this movement, due to reports from aerial reconnaissance, agents and even their own cavalry units that were being pushed back throughout the forest, but they remained unconcerned. The Muesse was a formidable obstacle, the French High Command considered it impassable without a well prepared artillery bombardment. The German artillery would be the last to reach the river, then it would take a couple of days for the supply trucks to establish ammunition dumps of sufficient size. The whole operation would take the better part of five days, maybe a week. Because of this the French High Command remained focused on the actions of German Army Group B, well to the north. At midday on May 12, Rommel’s 7th Panzer Division emerged from the Ardennes, at Dinant - half way between Liege and Sudan, on the Muese River. On the western shore stood a French force in a certain amount of disarray. The French had just arrived that morning and were still in the process of deploying their units. Some battalions were still in transit. Some of the fortifications the Belgium’s were supposed to establish were incomplete. Some of the finished bunkers had been locked and the keys disappeared with the local town officials. However, the bridges across the Meusse were successfully demolished and the French settled in to wait. Rommel did not wait for his artillery to move up, as expecte4d. That night a motorcycle battalion discovered a abandoned weir over the river. Immediately, they crossed it and established a beachhead of a few yards on the far

shore. On the morning of the 13th, the 6th Rifle Regiment forced a crossing at Bouvignes using rubber boats. By noon the bridge head was two miles deep by three miles wide and Rommel’s artillery support was starting to appear. The French had planned a number of counter-attacks to push the Germans off the west bank, but every one had been cancelled due to insufficient troops, unreliable equipment or poor communication. A cable ferry was made to work and shuttled German anti-tank guns to the western shore. By the morning of the 14th a 16-ton pontoon ridge was completed and tanks and armoured cars were rolling across the river. All through the 14th Rommel marshalled his tanks and drove them west . To the west the French had been gathering a large strike force at the rail head in Philippevile. They had started their advance on the night of the 14th. On the morning of the 15th Rommel caught the French 1st Armoured division refueling (meant to support infantry attacks, French tanks had notoriously small gas tanks). Both the 5th Panzer and the 7th Panzer Div. attacked, down two parallel roads. With no infantry support, artillery support, air support and low on fuel the French tanks were mauled. By evening only 17 French tanks remained out of a force of 175, and they were in retreat. Rommel gathered his forces and pushed on to the “tank” country further west. Guderian’s 1st, 2nd and 10th Panzer Division entered Sudan to find that it was surprisingly empty. The garrison regiment ordered to “hold Sedan at all costs” seemed to have fled within the crowds of refugees. On the south bank of the Meuse the French 55th Infantry Division and the 71st Division awaited the German attack. Both French divisions were B-class units equipped with only one-quarter of anti-tank guns. However, reinforcements were .

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Vol. 3 Invasion ’40 Army Group “B” on there way and the German attack could not start before the artillery was brought up. But Guderian did not intend on using artillery. Instead, he had a fleet of 1500 “Stuka” dive-bombers. These swooped through the river valley suppressing French artillery, disrupting French reinforcements and demoralizing the French 55th Infantry Division, in their bunkers. After five hours of bombardment the Germans assaulted the river in rubber boats; the 1st Panzer Div in the center, the 10th Panzer Div. to the east and the 2nd Panzer Div. to the west. The 1st Panzer Div. did well, getting most of its men across, the other two did not. Each had only a handful of men on the southern shore, without heavy weapons, anti-tank guns or artillery support. Then the French 55th started to dissolve. At 1800 hours French artillery units started to report the presents of German tanks. Head Quarter units then began to withdraw. The Infantry at the front soon found the rear echelons disappearing and joined the retreat. The French 55th Division melted away from in front of the German infantry. Guderian still had no tanks or heavy equipment of any kind, across the Meuse. On the night of the the 13th/14th the German engineers finished a pontoon bridge and

tanks were starting to roll across the river. At 0700 hours, of May 14th, the French mounted a counterattack to push the Germans back across the river and plug the hole in the line. The attack proceeded in two parallel columns, each with one infantry battalion and one tank battalion. They ran straight into the 1st Panzer Division tanks. With no artillery support, or air support the French were driven back by 0900 hours. The French 3rd Armour Division was also ordered up for a counterattack. However, it was also ordered to move only at night, so as to avoid German reconnaissance and bombers. They did not reach their starting line until dawn of the 14th and then they were out of gas and the attack had to be postponed. Guderian had an important decision to make, on May 15th. He could order his panzers west, as the Fall Gelb plan called for, but that would expose his left flank to any French counterattack that might materialize, or he could consolidate his gains and “dig-in” at the Mont Dieu Woods to await the inevitable French counterattack. He left The 10th Panzer Divison and the Grossdeutschland Regiment to guard his flank at Stonne and wheeled the 1st and 2nd Panzer Divisions west and across the Bar river and Ardennes Canal.

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. Vol. 3 Invasion ’40 Dinant

Game Length; 3 Days (May 13th to 15th 1940) [German player sets up second and moves first] German Briefing

North of Namur we are now confronted with a complete buildup of some 24 British an French divisions and about 15 Belgian division all together. If necessary, [they] can be reinforced from the Eighteenth Army (in Holland). Should the enemy attack we are strong enough to handle it. South of the Namur we are faced with a weaker enemy, about half our strength. The outcome of the attack on the Meuse will decide if, when, and where we will be able to exploit this superiority. The enemy has no substantial moble forces in the rear of this front. German General Halder May 13, 1940 Supply - Superior Friendly edge - East Activations - 80 Artillery - 10 templates, 15 rounds;

5 replacements per day. Morale - Experienced (9) Air support - May 13th - none May 14th - 1d6 Stuka attacks (rocket attacks) May 15th - 1d10 Stuka attacks(rocket attacks) 5th Panzer Division COps and FUP Motorcycle Recon Battalion (3 motorcycle/ armoured car stands)

Engineers (engineer stand) Anti Tank Battalion (3 medium gun stands towed by trucks) 15th Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stand) 2nd Battalion (2 Pz II stands, 1 Pz IV stand) 31st Panzer Reg’t HQ (command stand) 1st Battalion (3 armoured car stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stand) 13th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns in trucks) 2nd Battalion (3 infantry stands + 1 hvy wpns in trucks) 14th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns. in trucks) 2nd Battalion (3 infantry stands + 1 hvy wpns in trucks) 7th Panzer Division COps and FUP Motorcycle Recon Battalion (3 motorcycle/ armoured car stands) Anti Tank Battalion (3 medium gun stands towed by trucks) Engineers (engineer stand)

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Vol. 3 Invasion ’40 Dinant 25th Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands) 6th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns in trucks) 2nd Battalion (3 infantry stands +1 hvy wpns in trucks) 7th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 motorcycle infantry stands + 1 hvy wpns.) 2nd Battalion (3 motorcycle infantry stands + 1 hvy wpns.) Deployment

The German player deploys his troops anywhere on the east side of the River Muese, to start the game. Reinforcements - none French Briefing

There can be no doubt that our defensive maneuver in Belgium and Holland will have to be conducted with the thought that we must not be drawn into engaging in this theater, in face of a German move which might be merely a diversion, the major part of our available forces. If, for example, the main enemy attack came in our center on our front between the Meuse and the Moselle, we could be deprived of the necessary means to repel it. French General Georges Dec. 5, 1939 Supply - Poor Friendly edge - West, South and North Activations - 10 Artillery - see special rule #4 Morale - 1st Armour Division, - Average

5th Motor Division - Average

Belgian Chasseurs Ardennois - Inferior. 1st Cavalry Division, - Inferior

4th North African Division - Inferior 18th Division - see special rule #2 Air Support - none French Forces 18th Infantry Division C Ops and FUP attached artillery (5 field gun stands) 66th Reserve Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 77th Reserve Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 125th Reserve Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 22th Infantry Division 89th Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 5th Motorized Infantry Division C Ops and FUP 129th Motorized Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands)

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Vol. 3 Invasion ’40 Dinant Belgian Chasseurs Ardennes C Ops and FUP Brigade HQ (command stand) Anti-tank company (1 light gun stand) 1st Battalion (3 infantry stands) 22nd Infantry Division 19th Reserve Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) Deployment

Deploy the 5th Motorized Division anywhere west of the Meuse River and north of the Molignee Stream. Deploy the18th Division anywhere west of the Meuse River and north of the Hermeton Stream. Deploy the 22nd Division anywhere west of the Muese River and south of the Hermeton Stream. The Belgian units may set up anywhere west of the Meuse River. Artillery units must be deployed as noted on the map. See Also Special rule #2 Reinforcements

At the beginning of each day’s play the French player must determine if he gets any reinforcements on that day. Roll a d10 on the following chart to see if each battalion or Division arrives. If the die roll falls between the values indicated for that day the listed troops arrive. Another roll of a d10 will indicate the turn the unit(s) arrives REINFORCEMNT CHART. May13 May14 May15 5th Motorized Division 1st Bn/ 39th 1 - 7 1 - 8 1 - 9 2nd Bn/ 39th 1 - 2 1 - 7 1 - 2 3rd Bn/39th 1 - 5 1 - 7 1 - 9 14th Drag 1 1 - 3 1 - 5 5th C Ops 1 1 - 3 1 - 5 15th Drag - 1 - 2 1 - 3 1st Arm Div. C Ops 1 1 - 5 1 - 8 1st Armour Division 1 1 - 5 1 - 8 4th N.African C Ops - 1 - 2 1 - 3

May13 May14 May15 4th North African Div - 1 - 2 1 - 3 1st Cav. Div. Cops - 1 1- 2 1st Cavalry Div. - 1 1- 2 87th Inf. Reg’t HQ - 1 1- 2 87th Inf. Reg’t - 1 1- 2 ENTERANCE CHART After the time of the reinforcement has been determined roll a d10 on the following chart to determine where the unit will enter. Units must enter within 6” of the states road site. C Ops must enter via road, of course. Note: that most divisions will arrive at the same time and location, except the 5th Motor. Div. which could enter piecemeal and spread across a wide front. 1 2 3 4 5 6 7 8 9 10 5th Motor. Divi. A A A B B B B B C C 1st Armour Div. C C C D D E F G H I 4th N. Africa Div. C D E F F FG H H I 1st Cavalry Div. B C DD E F G H H I 87 Infantry Div. D D E F F F G H H H 5th Motorized Division C Ops and FUP 39th Motorized Infantry Reg’t Reg’t HQ (command stand) 1st Battalion (3 Infantry stands

+ H-35 tank stand) 2nd Battalion (2 infantry stands in trucks + H-35 stand; 3 artillery templates 9 rounds) 14th Reg’t of Dragoons (3 infantry stands, in trucks

+ H-35 tank stand) 15th Reg’t of Dragoons (3 infantry stands, in trucks

+ H-35 tank stand) 1st Armoured Division C Ops and FUP Recon Battalion (3 Armoured car stands) Anti-tank Battalion (3 light gun stands)

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Vol. 3 Invasion ’40 Dinant 1st Demi-brigade HQ (command stand) 25th Tank Reg’t (three H-39 tank stands) 26th Tank Reg’t (three B-1 tank stands) 2nd Demi-brigade HQ (command stand) 28th Tank Reg’t (three H-39 tank stands) 37th Tank Reg’t (three B-1 tank stands) 4th North African Division C Ops and FUP Anti-tank battalion ( 3 light gun stands) Machine gun regiment (3 Hvy Wpns stands) 13th Colonial Infantry Reg’t Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 23th Colonial Infantry Reg’t Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 25th Colonial Infantry Reg’t Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 1st DLC {Cavalry Division} C Ops and FUP Recon Battaion (2 Armoured cars) 1st Demi-Brigade HQ (command stand) 1st Battalion (three S35 tank stands) 2nd Battalion (three H35 tank stands) 14th Reserve Infantry Reg’t Reg’t HQ (command stand) Heavy Weapons company (1 hvy wpns stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands)

Victory Conditions The German player must exit a C Ops off the western edge of the table by the end of May 15th. If the German fails to achieve this objective the game is considered a French victory. Special Rules 1. Many times the French General Corap planned counter attacks and each time the attacks were stymied because refugees were blocking the main axis of advance. Until the road is cleared it is considered “bad going” for all units, for both sides. To clear a road a C Ops has to spend two actions, stationary, on the road. The road is then cleared as far as the next town in all directions. German Stukas may attack the road, itself, even if there are no French units on the road. Any successful air attack on the road (a roll of “1” through “8”) will cause the road to be full of refugees again, and useless to all units. An attack targeted on a French unit will have no effect on the road, even if the French unit is on the road - to cause refugees the attack must be on the road itself. 2. 18th Division had been in place for only a matter of hours and so was unfamiliar with the terrain. The fortifications that the Belgians had promised were incomplete and in some cases the keys to the doors could not be found. Nevertheless, they were an “A” division was expected to do heavy fighting. The 18th Division starts the game with a morale of “Experienced”(9). However, every time a battalion fails a Morale Check (retreat 3” and de-activate) the whole division’s morale drops by one grade. When morale drops to below “Raw”, battalions cannot recover replacements at the end of the day and any unit that suffers a Morale failure is removed from the table permanently. They still roll for actions as “Raw”.

On the 12th of May, the 18th Division arrived at the front and found that the fortified line - wasn’t. In addition, no arrangements had been made for accommodation, since it was expected that the Division would have a number of days, even weeks, before the Germans came into contact

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Vol. 3 Invasion ’40 Dinant

As a result only about 2/3 of the Division were even deployed on the morning of the 13th, when Rommel attacked. Before turn one on May 13th, the French player rolls a d10 for every Battalion in the 18th Division. On a roll of “8” thru “10” the battalion is removed from its position and placed on the road between Philippeville and Anthee or on the road between Philippville and Mettet - French player’s choice. 3. The fortified line on the west bank of the River Meuse was in various states of disrepair. Some were old World War One casemates, which had been allowed to deteriorate over the years. Others were merely the holes dug for the foundations, with no cement having been placed yet. Many of the completed pillboxes were knocked and the keys to open them had fled with the mayors of the local towns. The first time each bunker is attacked by air, artillery, or ground attack roll a d10 to see what sort of cover the bunker really affords the troops within.

1-3 none cover 4-7 soft cover 8-9 hard cover 10 bunker 4. The French artillery starts the game with 6 templates, 6 rounds and 6 replacements per day (1 each for every artillery position on the board). These artillery units cannot move during the game. Whenever an artillery position is taken by the Germans the French player loses 1 template, 1 round and 1 replacement - permanently. All the artillery is under the command of the 18th Division and so its morale will drop along with the other units of the 18th. 5. The Belgians had blown all the bridges over the Meuse River (sometimes with their French friends still on the wrong side). However, the 18th division had not been in position long enough (merely a matter of hours after marching 2 days from France) to reconnoiter the area and cover all the crossing places. As a result the Meuse river is considered unfordable to vehicles. German infantry troops may check for fords, however. When at the river bank each battalion may spend one action and roll a d10 if the result is “1”,”2” or “3” a ford has been discovered and infantry

(only ) may cross the river as if in bad going. If the result is “4” or more the water is found to be too deep and infantry cannot cross without boats. Whatever the result 6” on either side of the center-front of the searching unit is considered to have been reconnoitered and cannot be rolled for over the rest of the game. Elsewhere, the German infantry used rubber boats to assault across the river. While in the boats the infantry moves as usual (the river should be a bit wider than 3”) ,however, any suppressions become automatic kills when the unit is on the water. 6. The German Engineers stands may build pontoon bridges between banks of the Meuse River held by friendly forces. The Engineer stands must spend 10 actions stationary one the bank of the river. On the 11th action the German player rolls a d10. If the result is “1” the bridge is complete. Roll a die for every action spent thereafter at that spot. Subtract 1 from the die roll for every extra action spent at that spot. Example; “1” or “2” would be needed on the 12th action; “1”,”2” or “3” on the 13th action and so on. All German stands are capable of crossing this bridge. An Engineer stand can only complete one bridge per game. Hints for using smaller tables Few of us are blessed with a 8’ by 15’ tables. In a convention setting, of course the whole campaign can be played over two 8’ by 5’ tables. Units can move, even fire freely through board edges into other tables. Another technique would be to use a 8’ by 10’ piece of butcher’s paper. As the game progresses south the paper can be pulled over the table, conveyer-belt style. French reinforcements can be kept track of on a scratch map of the battlefield and deployed when that section of paper is “rolled” onto the table. Finally, it is possible to play the scenario as a mini-campaign of two separate battles. Start with the initial deployments and use the east 8’by 5’ table. When the first German C Ops exits the west edge of the table end the game. Then move on to the west 5’ by 8’ table using the surviving German troops, any French troops which withdrew to the table, from the east, and any reinforcements that arrived on the night of May 13/14.

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Vol. 3 Invasion ’40 Sedan

Game Length; 4 Days (May 13th to 16th 1940) [German player sets up second and moves first] German Briefing The decisive effort of the Battle of the West will be made by the Kleist Armoured Group, whose mission is to force the Meuse between Montherme and Sedan, inclusive. Most of the German air force will be engaged uninterrupted over a period of eight hours. It will destroy the French defenses on the Meuse. Thereafter, the Kleist Group will cross the river and establish bridgeheads Orders issued to General von Kleist and General Guderian for May 13th, 1940 Supply - Superior Friendly edge - North Activations - 120 Artillery - 3 templates, 6 rounds;\

0 replacements per day. Morale Grossdeutschland Reg’t - Veterian (10) Panzer and Infantry battalions - Experienced (9) Air support - 15 Tactical Ground support

(Stukas) (Average) 1st Panzer Division COps and FUP motorcycle recon battalion (3 motorcycle/armoured car stands) Engineers (engineer stand) Anti Tank Battalion (3 medium gun stands towed by horse) 1st Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands)

2nd Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands) 1st Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns. in trucks) 2nd Battalion (3 infantry stands + 1 hvy wpns. in trucks) 2nd Panzer Division COps and FUP motorcycle recon battalion (3 motorcycle/ armoured car stands) Anti Tank Battalion (3 medium gun stands towed by horse) Engineers (engineer stand) 3rd Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands) 4th Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands) 2nd Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns. in trucks)

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Vol. 3 Invasion ’40 Sedan 2nd Battalion (3 infantry stands + 1 hvy wpns. in trucks) 2nd Panzer Division COps and FUP motorcycle recon battalion (3 motorcycle/ armoured car stands) Anti Tank Battalion (3 medium gun stands towed by horse) Engineers (engineer stand) 3rd Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands) 4th Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands) 2nd Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns. in trucks) 2nd Battalion (3 infantry stands + 1 hvy wpns in trucks) 3rd Battalion (3 infantry stands + 1 hvy wpns. in trucks) 10th Panzer Division COps and FUP motorcycle recon battalion (3 motorcycle/ armoured car stands) Engineers (engineer stand) Anti Tank Battalion (3 medium gun stands towed by horse) Grossdeutschland Reg’t HQ (command stand) 1st Battalion (3 infantry stands + hwy wpns in trucks) 2nd Battalion (3 infantry stands + hwy wpns. in trucks) 3rd Battalion (3 infantry stands + hwy wpns in trucks) 7th Panzer Reg’t

HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands) 8th Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands) 69th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns. in trucks) 86th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns. in trucks) 2nd Battalion (3 infantry stands + 1 hvy wpns in trucks) Deployment The German player deploys his troops anywhere on the north side of the River Meuse, to start the game. Reinforcements - The German artillery arrives on the night of May 14-15. Until the first turn of May 15, then the German player may only use the artillery forces listed on the initial forces. From May 15th on, the German may use 10 templates, 5 replacements per day. French Briefing What can the enemy do on the 13th ? The enemy can bring up his infantry and tanks to the river... But he cannot bring up his artillery, ammunition, and suitable equipment without a great deal of trouble and then only in driblets because of our artillery fire on him... Moreover, the tanks face an obstacle (the Meuse) unless the infantry opens the way for them and for this they must have a long preparatory fire to achieve breaches in our line of fire. Who will make this breach ? The artillery ? That does not seem possible. French General Grandsard May 12th, 1940

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Vol. 3 Invasion ’40 Sedan Supply = Poor Friendly edge - West, South and East Activations - 10 Artillery - see special rule #7 Morale 3rd Armour Division - Average 3rd Mech Division - Average 5th Cavalry - Average Lafountain Force - Average 102nd Fortress Divsion - Inferior. 71st Division & Cavalry/10Corps- Raw 55th Division - see special rule #5 Air Support - none French Forces 102nd Fortress Division 185th Fortress Reg’t 1st Battalion (1 Machine gun stand) 2nd Battalion (1 Machine gun stand) 3rd Battalion (1 Machine gun stand) 186th Fortress Reg’t 1st Battalion (1 Machine gun stand) 2nd Battalion (1 Machine gun stand) 3rd Battalion (1 Machine gun stand) 55th Infantry Division C Ops and FUP Anti-tank company (1 light gun stand) attached artillery (12 field gun stands)- see special rule # 7 201st Reserve Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 202nd Reserve Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 189th Reserve (Paris) Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands)

2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 71st Infantry Division Anti-tank company (1 light gun stand) attached artillery (6 field gun stands) 260th Reserve Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) Deployment The 186th Fortress Reg’t must deploy anywhere in Sedan. The 185th Fortress Reg’t must deploy anywhere south of the Meuse River and West of the Bar Stream. The 71st Division must deploy anywhere South of the Meuse River and within 3 feet of the eastern table edge. The 55th Division must deploy anywhere south of the Meuse River and between the Bar stream and Ennemane stream. Artillery must be deployed as noted on the game map.See Also Special rule #5 Reinforcements The French player should secretly roll two d10 for each of the following divisions, during every night phase.

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Vol. 3 Invasion ’40 Sedan On the night of 13/14 the division arrives on a roll of “1” or “2” On the night of 14/15 the division arrives on a roll of “1” through “5” On the night of 15/16 the division arrives on a roll of “1” through “8” . When a division arrives roll a d10 to determine where the division enters the table. If that enter point is held by German troops the French reinforcements may not enter at that time, but may still roll on the next night phase. “1” or ”2” Divsion arrives at point A “3” to ”5” Divsion arrives at point B “6” to ”9” Divsion arrives at point C “10” Divsion arrives at point D Lafontaine Force C Ops and FUP East Force HQ (command stand) 4th Tank Battalion - (3 H-39 stands) 205th Infantgry Reg’t- (3 infantry stands + hvy wpns stand in trucks) West Force HQ (command stand) 7th Tank Battalion - (3 H-39 stands) 213th Infantry Reg’t – (3 infantry stands + hvy wpns stand in trucks) 3rd Armour Division C Ops and FUP Recon batalion (3 motorcycle/cavalry stands) Anit Tank battalion (3 med guns in trucks) 41st DCR Reg’t HQ (command stand) 1st Battalion (3 B1 stands) 2nd Battalion (3 B1 stands) 3rd Battalion (3 B1 stands) 42nd DCR Reg’t HQ (command stand) 1st Battalion (3 H-35 stands) 2nd Battalion (3 H-39 stands) 3rd Battalion (3 H-39 stands)

45th DCR Reg’t HQ (command stand) 1st Battalion(3 H-39 stands) 2nd Battalion (3 H-39 stands) 3rd Battalion (3 H-39 stands) 49th DCR Reg’t HQ (command stand) 1st Battalion (3 B1 stands) 2nd Battalion (3 B1 stands) 3rd Battalion (3 B1 stands) 3rd Mechanized Division C Ops and FUP 6th GRDI Recon Battalion (3 Armoured Car stands) (Machinegun, light armour, fast) 16th BCP Infantry Reg’t Reg’t HQ (command stand) 1st Battalion (3 infantry stands + hvy wpns +3 light guns stands in trucks) 67th Motorized Infantry Reg’t Reg’t HQ (command stand) Anti-tank battalion Battalion ( 3 light gun stands) 1st Battalion (3 infantry stands + hvy wpns in trucks) 2nd Battalion (3 infantry stands + hvy wpns in trucks) 3rd Battalion (3 infantry stands + hvy wpns in trucks) 205th Motorized Infantry Reg’t Reg’t HQ (command stand) Anti-tank battalion Battalion ( 3 light gun stands) 1st Battalion (4 infantry stands + hvy wpns in trucks) 2nd Battalion (4 infantry stands + hvy wpns in trucks) 3rd Battalion (3 infantry stands + hvy wpns in trucks)

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Vol. 3 Invasion ’40 Sedan Cavalry Division of X Corps C Ops and FUP Force HQ (command stand) 5th DLC Light Armour Reg’t (5 H-35 stands) 21st Cavalry Brigade ( 4 AMR stands) Spahi Infantry Brigade 1st Battalion (3 infantry stands + hvy wpns) 2nd Battalion (3 infantry stands) 3rd Battalion (3 infantry stands) 5th Cavalry Division C Ops and Fup Anti-tank Battalion (3 light guns) 6th DLC Light Armour Brigade Brigade HQ (command stand) 11th DLC Battalion (3 H-35 stands) 12th DLC Battalion ( 4 AMR stands) 7th DLC Light Armour Brigade Brigade HQ (command stand) 13th DLC Battalion (3 H-35 stands) 14th DLC Battalion ( 4 AMR stands) Victory Conditions The German player must have a two C Ops exited from the south or west edges of the board plus he must be able to draw a line of friendly roads to the towns of Stonne and Omicourt. If the German fails to achieve this objective the game is considered a French victory. Special Rules 1. Three times the French General Grandsard planned counter attacks and each time the attacks were stymied because refugees were blocking the main axis of advance. Until the French clear a road it is considered “bad going” for all French units. To clear a road a C Ops has to spend three actions stationary on the road. The road is then cleared as far as the next town in all directions. German Stukas may attack the road, itself, even if there are no French units on the road. Any successful air attack on the road (a roll of “1” through “8”) will cause the road to be full of refugees again, and useless to the French units. An attack targeted on a French unit will have no effect on the road, even if the French

unit is on the road - to cause refugees the attack must be on the road itself. 2. The 102nd Fortress Division and 71st Division have no C Ops or FUPs listed in the scenario Orders of Battle. The COps for both these divisions were some miles to the west and east, respectively. This means that units from these divisions will always roll for replacements under the “Outside of 12” from C Ops” column, +10% for being “Outside of 12” from COps during morale and if they are withdrawn to the COps in the night phase, they are removed from the table entirely. 3. The 186th Fortress Reg’t was deployed in Sedan roll before the battle, but seems to evaporated before the Germans approached the two, probably carried away with the tide of refugees. Just before turn 1 of May 13th roll a d10 for each stand in the 186th Fortress Reg’t. On a roll of “1”,”2” or “3” the stand remains. On a higher roll remove the stand from the table. Add 1 to the die roll for every stand that has deserted so far. 4. 55th Division had been in place for some months and so was very familiar with the terrain. However, they were also a Reserve “B” division that was not expected to do any heavy fighting. The 55th Division starts the game with a morale of “Experienced” (9). However, every time a battalion fails a Morale Check (retreat 3” and de-activate) the whole division’s morale drops by one grade. When morale drops to below “Raw”, battalions cannot recover replacements at the end of the day and any unit that suffers a Morale failure is removed from the table permanently. They still roll for actions as “Raw”. On the 12th of May, the 71st Division arrived at the front and was pushed into the line just to the east of the 55th Division. The 55th had to shift to their left (west to make room for the 71st). Many were not in their positions when the German attack came on the 13th. Before turn one on May 13th, the French player rolls a d10 for every Battalion in the 55th Division. On a roll of “8”,”9” or “10” the battalion is removed from its position and placed in the center of the Marfee woods.

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Vol. 3 Invasion ’40 Sedan 5. The fortified line on the south bank of the River Muese was in various states of disrepair. Some were old World War One casemates, which had been allowed to deteriate over the years. Others were merely the holes dug for the foundations, with no cement having been placed yet. The first time each bunker is attacked by air, artillery, or ground attack roll a d10 to see what sort of cover the bunker really affords the troops within. 1-3 none cover 4-7 soft cover 8-9 hard cover 10 bunker 6. The French artillery starts the game with 9 templates, 9 rounds and 9 replacements per day (1 each for every artillery position on the board). These artillery units cannot move during the game. Whenever an artillery position is taken by the Germans the French player loses 1 template, 1 round and 1 replacement - permanently. All the artillery is under the command of the 55th Division and so its morale will drop along with the other units of the 55th. 7. The French had blown all the bridges across the Meuse River on the night of May 12/13. The Meuse River is therefore unfordable to vehicles along its entire length. The German infantry used rubber boats to assault across the river. While in the boats the infantry moves as usual (the river shouold be a bit wider than 3”), however, any suppressions become automatic kills when the unit is on the water. 8. The German Engineers stands may build pontoon bridges between banks of the Meuse River held by friendly forces. The Engineer stands must spend 10 actions stationary one the bank of the river. On the 11th action the German player rolls a d10. If the result is “1” the bridge is complete. Roll a die for every action spent thereafter at that spot. Subtract 1 from the die roll for every extra action spent at that spot. Example; “1” or “2” would be needed on the

12th action; “1”, ”2” or “3” on the 13th action and so on. All German stands are capable of crossing this bridge. An Engineer stand can only complete one bridge per game. Hints for using smaller tables

Few of us are blessed with a 8’ by 15’ tables. In a convention setting, of course the whole campaign can be played over three 8’ by 5’ tables. Units can move, even fire freely through board edges into other tables.

Another technique would be to use a 8’ by 15’ piece of butcher’s paper. As the game progresses south the paper can be pulled over the table, conveyer-belt style. French reinforcements can be kept track of on a scratch map of the battle field and deployed when that section of paper is “rolled” onto the table. Finally, it is possible to play the scenario as a mini-campaign of three separate battles. Start with the initial deployments and use the north 8’by 5’ table. When the first German C Ops exits the south edge of the table end the game. Then move on to the center 5’ by 8’ table using the surviving German troops, any French troops which withdrew to the table, from the north and any reinforcements that arrived on the night of May 13/14. When the first German C Ops exits the south edge of the table end the game. Finally, play the southern most-table with any German units which moved onto this table, any French units which withdrew to this table and any remaining reinforcements

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Vol. 3 Invasion ’40 Allied Counter-Attacks

“For you who have so long held the ideas which the enemy is putting into practice, here is the chance to act” with these words General George promoted Col. C. de Gaulle to commander of the 4th Armoured Division. The 4th Armour had yet to be assigned personnel or even equipment, but de Gaulle was expected to stem the German advance westward.

At this point the leading edge of the German bulge was 100 miles west of the Meuse, but it was still no more than 20 to 30 miles wide and its whole southern flank was unprotected. By May 17th, de Gaulle was ready to move. He struck toward Montecornet, across the supply lines of the 10th and 2nd Panzer Divisions. The small force established itself on high ground but without infantry or artillery reinforcements and with no anti-aircraft guns it soon came under sever artillery bombardment and “Stuka” dive-bomber attacks. He had to withdraw before nightfall.

Two days later, on the 19th, he tried again at Crecy-sur-Serre. Again, the French tanks made good progress only to be turned back by German artillery and Stukas The British were also planning to stop the Panzer advance, by cutting their supply routes. A British tank attack was to hit the Germans around Arras while a French force was to strike north from Albert. The French were unable to assemble an attack force in time, so the British set off without them, on May 21st. Two columns, each with one tank battalion and one infantry battalion decanted the southern slopes of Vimy Ridge, to the west of Arras and then cut around the south of the city. They caught Rommel’s 7th Panzer division in marching

columns. Rommel had sent the 25th Panzer Regiment ahead and the British 4th and 7th Royal Tank Regiments plowed right into the two German Motorized Infantry Regiments. The British Malitda I’s destroyed trucks, halftracks and guns. None of the German anti-tank guns were able to penetrate the 60mm of armour on the Matilda. The German 6th and 7th Rifle regiments were wavering and about to break when Rommel set up a “last ditch” line of 88mm anti-aircraft guns, to be used in an anti-tank role. These halted the British just before dusk.

That night with the 25th Panzer Regiment returning from the west and the 5th Panzer Division advancing from the east, the British forces were forced to withdraw, once again towards Vimy Ridge. The British now began to plan not for stopping the Germans, but on how to evacuate the British Expeditionary Force from the continent. The battle of Arras also had a telling effect on the German High Command. They became even more concerned over their extended and vulnerable position. The next day, May 22nd, the German advance was ordered to halt, until more support could be brought forward. On May 24th Hitler himself ordered a halt to the western advance until the battle in the north had been won. These two precautions allowed the British time to organize a evacuation and to secure a defensive perimeter around the port of Dunkirk.

By June 4th, 336,000 troops had been lifted off the beaches of Dunkirk, at the cost of their heavy weapons and transports. Hitler was to have his conquest of Paris, but not the destruction of the BEF.

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Vol. 3 Invasion’40 Allied Counter-Attacks

Game Length; 1 Days (May 19th 1940) [German player sets up first and moves first] German Briefing “The long line on the south flank is too thin. An attack by the enemy begs itself, especially in the region of Laon. Even a local success of the enemy there threatens the progress of the operation by days, and may jeopardize it completely” - General von Rundstedt Army Group “A” War Diary May 16th, 1940 Supply - not needed, due to a 1 day scenario Friendly edge - East Activations - na Artillery - none Morale - Average (8) Air support - See mission forces German Mission and Forces Roll a d6 to determine the victory conditions and German forces for the scenario 1 . Objectives - Identify the terrain in grid sections A2, A3, and B3 and then exit half or more of your forces off the east edge of the table. Forces C Ops Kamphgroupen HQ (command stand) 2 Armoured Cars (recon stands)

Infantry Battalion (3 infantry stands in half-tracks) 2. Objectives - Escort a convoy of 3 supply

wagons off the west edge of the table via friendly -owned road Forces C Ops Kamphgroupen HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in half-tracks) Panzer Battalion (3 Pz II stands+HQ) 5 supply wagons (horse drawn) 3. Objectives - Hold the cross roads marked “A1” at the end of turn 10 Forces C Ops Kamphgroupen HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in half-tracks) Motorized Infantry Reg’t HQ (command stand) 1 Infantry Gun ( light gun stand) 1st Battalion of Infantry ( 3 infantry stands + 1 hvy wpns stand) Panzer Battalion (2 Pz I stands+HQ) 3 Stuka attacks (all on-call) (Average)

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Vol. 3 Invasion’40 Allied Counter-Attacks 4. Objectives - Hold the cross roads marked “A1” and “B2” at the end of turn 10 Forces C Ops Kamphgroupen HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in half-tracks) Motorized Infantry Reg’t HQ (command stand) Infantry Gun (1 light gun stand) Anti-tank Guns (2 Medium gun stands) 1st Battalion of Infantry ( 3 infantry stands + 1 hvy wpns stand) 2nd Battalion of Infantry ( 3 infantry stands + 1 hvy wpns stand) 3rd Battalion of Infantry ( 3 infantry stands + 1 hvy wpns stand) Panzer Battalion (3 Pz I stands +HQ) 5 Stuka attacks (all on-call)(Average) 5. Objectives - Prevent the enemy from achieving his objective Forces C Ops Kamphgroupen HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in half-tracks) Motorized Infantry Reg’t HQ (command stand) Infantry Gun (1 light gun stand) Anti-tank Guns (2 Medium gun stands) 1st Battalion of Infantry (3 infantry stands + 1 hvy wpns stand) 2nd Battalion of Infantry (3 infantry stands + 1 hvy wpns stand) 3rd Battalion of Infantry (3 infantry stands + 1 hvy wpns stand) 1st Panzer Battalion (3 Pz I stands +HQ)

2nd Panzer Battalion (3 Pz II stands +HQ) 3rd Panzer Battalion (1 Pz III stands +HQ) 10 Stuka attacks (all on-call)(Average) 6. Objectives - Hold the cross roads marked “A1” ,”B2” and “C3” at the end of turn 10 Forces C Ops Kamphgroupen HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in half-tracks) Motorized Infantry Reg’t HQ (command stand) Infantry Gun (1 light gun stand) Anti-tank Guns (2 Medium gun stands) 1st Battalion of Infantry (3 infantry stands + 1 hvy wpns stand) 2nd Battalion of Infantry (3 infantry stands + 1 hvy wpns stand) 3rd Battalion of Infantry (3 infantry stands + 1 hvy wpns stand) 1st Panzer Battalion (3 Pz I stands +HQ) 2nd Panzer Battalion (3 Pz II stands +HQ) 3rd Panzer Battalion 1 Pz III stands +HQ) 10 Stuka attacks (all on-call)(Average) Deployment All German forces start on the East edge of the map, in the indicated area. French Briefing “For you, who have so long held the ideas which the enemy is putting into practice, here is the chance to act” - General George upon promoting de Gaulle to commander of the 4th Armour Division (DCR)

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Vol. 3 Invasion’40 Allied Counter-Attacks Supply - not needed, due to a 1 day scenario Friendly edge - South Activations - na Artillery - see mission forces Morale - Average (8) Air support - none French Mission and Forces Roll a d6 to determine the victory conditions and French forces for the scenario 1 . Objectives - Identify the terrain in grid sections A1, B1, and B2 and then exit half or more of your forces off the south edge of the table. Forces C Ops Battle Group HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in trucks) 2. Objectives - Escort a convoy of 3 supply

wagons of he north edge of the table via friendly–owned road

Forces C Ops Battle Group HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in trucks) Armour (DCR) Battalion (3 H39 stands+HQ) 5 supply wagons (horse drawn) 3. Objectives - Hold the cross roads marked “A1” at the end of turn 10 Forces C Ops Battle Group HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in trucks)

Motorized Infantry Reg’t HQ (command stand) 1st Battalion of Infantry (3 infantry stands+ hvy wpns stand in buses) Armour (DCR) Battalion (2 H35 stands+HQ) 3 artillery templates; 6 rounds

(all on-call) (Average) 4. Objectives - Hold the cross roads marked “A1” and “B2” at the end of turn 10 Forces C Ops Battle Group HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in trucks) Motorized Infantry Reg’t HQ (command stand) Machine Gun Battalion (1 machine gun stand) Anti-tank Guns (2 Medium gun stands) Heavy weapons company (2 heavy weapons stands) 1st Battalion of Infantry (3 infantry stands in buses) 2nd Battalion of Infantry (3 infantry stands in buses) 3rd Battalion of Infantry (3 infantry stands in buses) Armour (DCR) Battalion (3 H35 stands +HQ) 5 artillery templates; 10 rounds

(all on-call) (Average) 5. Objectives - Prevent the enemy from achieving his objective Forces C Ops Battle Group HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in trucks)

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Vol. 3 Invasion’40 Allied Counter-Attacks Motorized Infantry Reg’t HQ (command stand) Machine Gun battalion ( 1 machine gun stand) Anti-tank Guns (2 Medium gun stands) Heavy weapons company (2 hvy wpns stands) 1st Battalion of Infantry (3 infantry stands in buses) 2nd Battalion of Infantry (3 infantry stands in buses) 3rd Battalion of Infantry (3 infantry stands in buses) 1st DCR Reg’t HQ stand (command stand) 1st Battalion (2 B1 stands) 2nd Battalion (2 H39 stands) 2nd DCR Reg’t HQ stand (command stand) 1st Battalion (2 B1 stands) 2nd Battalion (2 H39 stands) 3rd DCR Reg’t HQ stand (command stand) 1st Battalion (2 R35 stands) 2nd Battalion (2 R35 stands) 10 Artillery templates; 20 rounds

(all on-call) (Average) 6. Objectives -Hold the cross roads marked “A1” ,”B2” and “C3” at the end of turn 10 Forces C Ops Battle Group HQ (command stand) 2 Armoured Cars (recon stands) Infantry Battalion (3 infantry stands in trucks) Motorized Infantry Reg’t HQ (command stand) Machine Gun battalion ( 1 machine gun stand) Anti-tank Guns (2 Medium gun stands) Heavy weapons company (2 heavy weapons stands) 1st Battalion of Infantry (3 infantry stands in buses) 2nd Battalion of Infantry (3 infantry stands in buses)

3rd Battalion of Infantry (3 infantry stands in buses) 1st DCR Reg’t HQ stand (command stand) 1st Battalion (2 B1 stands) 2nd Battalion (2 H39 stands) 2nd DCR Reg’t HQ stand (command stand) 1st Battalion (2 B1 stands) 2nd Battalion (2 H39 stands) 3rd DCR Reg’t HQ stand (command stand) 1st Battalion (2 R35 stands) 2nd Battalion (2 R35 stands) 10 Artillery templates; 20 rounds

(all on-call) (Average) Deployment All French forces start on the South edge of the map, in the indicated area. Victory Conditions

See random Victory Conditions and Orders of Battle. It is possible that neither player or both players meet their objectives. In this case the player who rolled the lowest die number when rolling for objectives wins a marginal victory. If both players rolled the same objective the game is a draw. Special Rules 1. Being a one day battle, no Activation rules, or FUPs are used. All units are considered to be activated at the beginning of the game and cannot be re-activated once they have “gone to ground”. 2. Units can only advance into “unexplored map-grid square” (see Special Rule #3) 6” per turn, regardless of the actions rolled or movement rate. Once the terrain in the square has been determined units may move across it at usual speeds. 3. This scenario was designed to be played “double-blind” to reflect the confused meeting engagements at both Montcornet

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Vol. 3 Invasion’40 Allied Counter-Attacks Crecy-sur-Serre. Neither player starts the game knowing the objectives, force composition of the enemy nor the terrain. There are various ways of executing this game. The optimum situation is to have two table, two French armies #6, two German Armies #6, and a Gamemaster to adjudicate. Each player sits at his own table, out of sight of the opposing player. The Gamemaster only places the terrain and enemy pieces that the player actually “sees” - according to the sighting of that turn. Another way is to have players maneuver their pieces on a scratch map of the gaming table. Sixteen containers (envelopes, camera film containers - we use match boxes) labeled A1, A2, A3, A4, B1 etc. are used to keep track of the movement of units. As units move across the map a counter is moved from the appropriately labeled container to its new location. As a unit enters a new map-grid square the player rolls a d10 to determine the terrain. He then rolls a d4 (or a d6, re-rolling any 5 or 6’s) to determine which side of the terrain-square will face north. He then places a terrain counter in the container to indicate that the terrain for that square has been explored. When a player moves into a map-grid square which already contains an enemy counter, both players place the terrain and their miniature units on the table. When a player enters a map-grid square which

contains a terrain marker (has already been explored by the enemy), he informs the opposing player and the terrain is placed on the table, but the units are not placed on the table until each side has counters in the same container. Players may want to place all the terrain and units on the table after, say, 5 turns of this operation. Finally, the scenario can be played with two scratch-maps and a “front” concept. The German player secretly determines the terrain for map-grid squares A1, B1, C1, D1, B2, C2, D2, D3 (see preceding paragraph). This is German “territory”. The French player secretly determines the terrain for map-grid squares A2, A3, B3, C3, A4, B4, C4, D4. This is French “territory”. Both player move within their own territory by secretly marking the moves on their map. When a player enters a map-grid square in “enemy territory” he indicates this to his opponent. The opponent then tells him the nature of the terrain within that square. If both players have units in that square they are placed on the table. If only the moving player has units has units in this square, the square becomes his “territory” and movement continues secretly. Again, players may want to only do this for the opening segment of the game- to develop an interesting situation and then play out the rest of the game in the open.

Allied attempts to isolate Rommel’s advancing column Great Battles of World War II 52.

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Vol. 3 Invasion’40 Allied Counter-Attacks

Game Length; 2 Days (May 21st to 22nd) [German player sets up first and moves second] German Briefing

The Fuehrer has an unaccountable worry over the western advance. He rages and screams that we are on the way to ruining the whole operation and risking the danger of defeat. He will absolutely not go along with continuing the operation westward. This is the subject of a most unpleasant discussion at his headquarters between the Fuehrer on the one side and Brauchitsch and myself on the other. German General Halder May 18th, 1940 Supply - Superior Friendly edge - East Activations - na Artillery - none Morale - Experienced (9) Air support - May 21st - none May 22nd - 5 Stuka attacks

(rocket attacks) 7th Panzer Division COps and FUP Anti Tank Battalion (3 medium gun stands, towed by trucks) 6th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns. in trucks) 2nd Battalion (3 infantry stands + 1 hvy wpns. in trucks)

7th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 motorcycle infantry stands + 1 hvy wpns.) 2nd Battalion (3 motorcycle infantry stands + 1 hvy wpns.) Deployment The German player deploys his troops within the designated areas, to start the game. Reinforcements On the May 21st game the German player rolls a d10 before each of histurns. If the result is “1” the 25th Panzer Reg’t enters on the west edge of the table. Roll a second d10 to determine its entry point. At the beginning of the May 22nd, the German player secretly rolls a d10 for each of the 5th Panzer Divsion regiments and one more for the Division HQ units. In each case the number of the die roll equals the turn of that unit’s entery into the game. All 5th Division units enter the east edge of the table at Tillios 7th Division 25th Panzer Reg’t HQ (command stand) Motorcycle Recon Battalion (3 motorcycle/ armoured car stands) 1st Battalion (2 Pz II stands, 1 Pz III stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stands) 5th Panzer Division COps and FUP Motorcycle Recon Battalion (3 motorcycle/ armoured car stands) Engineers (engineer stand) Anti Tank Battalion (3 medium gun stands towed by trucks)

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Vol. 3 Invasion’40 Allied Counter-Attacks 15th Panzer Reg’t HQ (command stand) 1st Battalion (2 Pz II stands, 1 Pz III stand) 2nd Battalion (2 Pz II stands, 1 Pz IV stand) 31st Panzer Reg’t HQ (command stand) 1st Battalion (3 armoured car stands) 2nd Battalion (2 Pz II stands, 1 Pz IV stand) 13th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns., in trucks) 2nd Battalion (3 infantry stands + 1 hvy wpns., in trucks) 14th Motorized Infantry Reg’t HQ (command stand) Infantry gun company (light gun stand) 1st Battalion (3 infantry stands + 1 hvy wpns., in trucks) 2nd Battalion (3 infantry stands + 1 hvy wpns., in trucks) Allied Briefing

If the Germans reach the Channel, although France would continue to the bitter end, the German machine would swing down and finally take Paris... The war might end in an absolute defeat of France and England in less than two months French Premier Reynaud May 18th, 1940 Supply = Poor Friendly edge - North Activations - na Artillery - 2 templates, 6 rounds,

3 replacements Morale - British Experienced (9)

French Inferior (7) Air Support - none

British Forces Left Column C Ops and FUP 4th Royal Northumberland Fusiliers (1 foot recon stand) 260 Anti Tank Battery (2 Medium gun stands) 5th Royal Tank Reg’t HQ (command stand) Recon Bat’n (2 Vickers light tanks) 1st Battalion (2 Matilda I, 1 Matilda II stands) 6th Durham Light Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) Right Column C Ops and FUP 4th Royal Northumberland Fusiliers (1 foot recon stand) 206 Anti Tank Battery (2 Medium gun stands) 7th Royal Tank Reg’t HQ (command stand) Recon Bat’n (2 Vickers light tanks) 1st Battalion (2 Matilda I, 1 Matilda II stands) 8th Durham Light Infantry Reg’t HQ (command stand) 1st Battalion (3 infantry stands) Deployment The British can enter anywhere along the north edge of the table. Reinforcements At the beginning of the game the Allied player rolls two d10. The sum of these two numbers is the turn of the game that the French reinforcements arrive. (Example 5+3 would equal an arrival on turn 8 of the first day. 9+5 would equal an arrival on the 14th turn of the game or, in other words, turn 14 of the second day) The Allied player then rolls a d10 to determine the enter point of the French reinforcements, as noted on the map.

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Vol. 3 Invasion’40 Allied Counter-Attack

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Vol. 3 Invasion’40 Allied Counter-Attacks French 3rd Light Armour Division C Ops and FUP Anti-tank Battalion (3 light gun stands in trucks) Recon Company (1 AMR stand) 5th Light Armour Reg’t HQ (command stand) 1st Battalion (3 H-35 tank stands) 2nd Battalion (3 H-35 tank stands) 3rd Motorized Infantry Reg’t HQ(command stand) Armoured Recon (1 AMR stand) 1st Battalion (3 infantry stands + hvy wpns, in trucks) Victory Conditions The Allied player must hold at least 3 out of the 5 towns by the end of the 20th turn (second day). The German player must prevent the Allied player from achieving his objective. Note the city of Arras cannot be entered (see Special rule #3) and so does not count as a victory objective for ether side. Special Rules 1. In such a short sharp action there is no need for the activation rules. Every unit is activated at the beginning of every day. The

only exceptions are the German 6th and 7th Motorized Reg’t, which were ordered to halt for maintenance on the 21st. They were caught off-guard and therefore cannot be activated at all during the day of the 21st. 2. The British achieved a fair bit of surprise on the 21st. German units of the 6th and 7th Motorized Infantry may not leave their deployment area until turn 5 of the 21st or Allied troops come within 12”-whichever comes first. In addition, the 6th and 7th German Motorized Reg’ts are treated as “Raw” troops until they “recover” from their surprise. Roll a die for each regiment at the beginning of each turn after the Allies have come within 12”. On the first turn a “1” is needed for the infantry to recover; on the second turn a “1” or “2” is needed; on the third turn a “1”,”2” or “3” is needed; and so on. If they have not “recovered by nightfall, they do so at that time. 3. German engineers had barricaded and entrenched the city of Arras. Besieging the city would have taken far more time than the Allies had. The city of Arras, therefore cannot be entered by units of either side, throughout the game.

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Weapons Chart French Gun Armour Speed AMC light light medium R-35 light medium slow R-40 light medium medium H-35 light light slow H-39 light medium medium S-35 medium medium medium Char B1 medium medium slow British Gun Armour Speed MVBI MG light fast Matilda I MG medium slow Matilda II medium heavy slow A10 Valintine medium light slow German Gun Armour Speed PzKw I MG light medium PzKw II light light medium PzKw III medium medium medium PzKw IV heavy medium medium Field guns Infantry guns light guns Anti-tank guns 34mm-44mm (2 pounder) light guns 45mm-59mm (6 pounder) medium guns 60mm-80mm (17 pounder) heavy guns 81mm and over super heavy guns Rules Additions The only rule change needed for this volume of Great Battles of World War II was the addition of machinegun battalions and machinegun tanks (MVBI, Matilda I and PzKw I). All rules from Canadians in Europe and Drop Zone remain in place. Machinegun tanks follow all the usual armour rules. They may attach to infantry battalions or operate as a independent battalion. When they fire they use the following chart, instead of the usual gun chart. All “To Hit” modifiers still apply. Machinegun infantry battalions are battalions of one single stand. They cannot attach to other infantry, nor can any armour, heavy weapons or anti-tank stands attach to them (HQ stands may still attach). When they fire, Machinegun Battalions use the following chart instead of the usual Infantry Chart. All “To Hit” modifiers still apply. Machine Gun Chart (for MG battalions and MG tanks) 1” 2” 3” 4” 8” To Hit 8 8 6 4 2 To Destroy Dismounted 6 4 4 2 1 Soft Skin 6 6 6 6 6 Armour 4 2 - - -