| Strategy
in 'Strange Defeat'
By Doug McNair
July 2006
Strange
Defeat easily takes the crown as Quick
and Bloody 119694_avalanche Press Game of the Decade
(so far). The third in our series of fast-playing,
easy to learn strategic-level World War II
games, Strange Defeat depicts Germany’s
blitzkrieg against France, Belgium and the
Netherlands in the spring of 1940.
The game is only seven turns long, and the
outnumbered, outclassed and disunited Allies
stand little chance of holding back the German
onslaught, or even surviving the game with
more than a few units intact. But politics
and public perception were everything at this
stage of the war, so Strange Defeat
players score points for achieving political
objectives just as often as military ones.
So even if the Allies get pushed into the
sea, they can win by racking up political
points for destroying as many German units
as possible, effectively managing the defense
or surrender of Paris, hanging onto as many
Allied ports as possible, and knowing when
to evacuate Allied forces before the Germans
can destroy them.
Allied Strategy
The Allied defensive line is strongest where
the Germans are least likely to attack it.
The Maginot Line is fully garrisoned, and
with the bulk of the German forces to the
north, the Maginot garrison units would seem
to have a good shot at crossing the Rhine
and delivering a crippling blow against the
south flank of the German onslaught. But unfortunately,
the German Siegfried Line gives the Germans
across from the Maginot good protection, and
early German advances to the west will probably
force Maginot units to pull out and head west
to stop them. The Germans also get bonus points
for exiting at least four units off the south
board edge, so the Maginot Line units must
maintain a defensive line to prevent this,
whether they stay on the actual Maginot Line
or not.
Due to Allied unpreparedness, many Allied
units can’t move on the first turn.
This means German armor has a good chance
of encircling scattered Allied units in the
Low Countries, leaving them Out of Supply
on Turn 2 if they’re not dead by then.
Rather than trying to rescue such unfortunate
units, the Allied player should seek out weak,
reduced and exposed German units, going for
easy kills to keep up a constant stream of
points to counter German point gains (the
Allies score the same number of points per
destroyed German unit no matter how strong
it is).
But the Allied player should send reinforcements
to Antwerp and other ports near the German
advance, since he gets points for every turn
after the first in which the Germans don’t
control three Allied ports. Similarly, he
should defend Paris for as many turns as possible
since he gets points for keeping the Germans
out of there. Finally, he should avoid being
overly aggressive, since he tends to do better
defensively than offensively given German
advantages in armor and air power, and he
loses lots of points when British units are
destroyed.
That said, the Allied player’s best
chance at destroying large numbers of German
units is to attack the flank of an overly
extended German advance, maneuvering behind
the forward German units to cut their supply
lines and halve their combat strength. Such
out of supply German units are much more vulnerable
to destruction, and will have to pull back
and delay their advance if they wish to regain
their supply lines.
German Strategy
In addition to points for destroying French
and British units (not other countries’
units), the Germans score points by forcing
Belgium and the Netherlands to surrender.
Since Allied defenders in the Low Countries
are scattered and limited in mobility on Turn
1, the Germans should hit Belgium and the
Netherlands with every possible unit right
away to destroy their native armies and cut
the French and British off from the ports
there. If successful, the Germans should push
westward to occupy as many French ports as
possible and prevent another Miracle at Dunkirk.
This shouldn’t be hard to do IF Guderian
and Rommel in the German center can keep up
a constant pressure on De Gaulle and Prioux
by pushing toward Paris. Control of Paris
is crucial for both sides, since the Allies
score points for keeping it each turn from
the third turn onward.
German motorized units are critical to German
success, since they are the only ones that
can use exploitation movement and combat.
German armored units are particularly important
because they hit on every roll of 5 or 6 (not
just 6 as with all other units). So, the German
player should always try to keep his motorized
units stacked with foot units, using the foot
units as cannon fodder when he takes step
losses. Similarly, when German motorized units
use exploitation movement to advance deep
into Allied territory, the German player should
keep his Armored units stacked with non-armored
Motorized units whenever possible so that
the non-armored units can absorb step losses
and protect the armored units.
Finally, the German player should keep his
Siegfried Line units in reserve, waiting for
the Maginot Line units to pull back west.
When they do this, he can advance to occupy
the Maginot Line and thereby rack up easy
points for controlling French major fortress
hexes. Keeping the Siegfried Line units back
isn’t a drag on the German advance,
because the German player gets replacements
every turn after the third, allowing him to
build up his damaged frontline units.
Game Summary
Here’s what happened in a recent game.
Note that players keep a running tally of
points scored, with the French player scoring
positive points and the German player scoring
negative points. For the Germans to win, the
net point total at game end must be -20 or
less. For the French to win, the net point
total at the end of the game must be 0 or
more.
Turn 1
The second week of May.
German
The German player gets 5 air points, which
he can use to increase the dice rolled in
any attacks he wishes (no more than 2 air
points per attack).
At the beginning of the movement phase of
the first turn, the German player gets to
drop two parachute regiments into any hexes
of the Netherlands or any fortress or city
hex within 5 hexes of German units elsewhere.
German units ignore the penalty for attacking
across a river if the hex attacked into contains
a German parachute regiment, so the German
player drops one regiment each into Liege
and Nijmegen in Holland. He then moves his
northern units up to the opposite bank of
the river.
Unfortunately, both parachute regiments roll
poorly and are eliminated before combat (+4
points), so the attacking units will have
to suffer the river penalty. But the SS VT
motorized division is able to circumvent Nijmegen,
cutting the Dutch Field 1 Corps off from supply
while other German units attack it across
the river. Meanwhile, a German armored and
infantry corps plus a cavalry division attack
Amsterdam, and the rest of the German line
advances west, with Guderian and his two motorized
divisions plunging forward to the south flank
of the Belgian line at Arion.
It’s very important for the Germans
to breach the Belgian and Dutch river defenses,
so the German player puts 2 points of air
support into the attack on Nijmegen and 2
more into the attack on the Belgian Ard cavalry
corps north of Liege. Rommel hopes to destroy
the Belgian cavalry, drive behind Liege and
cross the river there to cut it off from supply.
The final air point goes into Guderian’s
attack on the Belgian 7th Corps near Arion.
The German attack on Amsterdam scores only
one hit, while the Queen Wilhelmina’s
royal guards and the Amsterdam garrison fight
like lions, inflicting 3 hits in return. The
Dutch hold Amsterdam while the Germans retreat
past Apeldoorn. The attack on Nijmegen also
fails, scoring no hits while the German 20th
Motorized Division (the only full-strength
German unit there) takes a step loss, and
the reduced German 22nd Glider Division is
eliminated (+2 points).
But the Belgians fare far worse, with the
German attack across the river north of Liege
scoring 6 hits on 19 dice, eliminating the
Dutch Reserve and 3rd Corps. The Belgians
score two hits in return, reducing two German
infantry corps. Rommel then destroys the Ard
Cavalry Corps south of Liege, advancing west
after combat with the 7th and 10th Panzer
Divisions to the hex south and across the
river from the major Belgian fortress at Eben
Emael.
Then Guderian destroys the Dutch 7th Corps
south of Arion, allowing the GD Motorized
Regiment to cross to the west bank of the
river beyond. Guderian and the 19th Panzer
Corps destroy the 1Sp French Cavalry Division
holding Sedan across the river (-2 points),
but don’t advance because that would
put French ZOC behind them and leave them
out of supply.
The German attack southwest of Sedan gives
and receives two hits, but the German 41st
Panzer Corps and a supporting infantry corps
score four hits on the major fortress on the
north end of the Maginot Line. But the British
and French units manning the line score six
hits on 8 dice in return (they hit on a 5
or 6), obliterating the German panzer and
infantry corps (+5 points), while the French
and British units take one step loss and retreat
three hexes southwest. The Germans facing
the Maginot Line pull back from it so they
don’t have to attack it this turn.
In the German exploitation movement phase,
the German 20th and SS VT Motorized units
move onto the same land mass as Nijmegen,
cutting it off from supply, while the German
16th Panzer Corps launches another attack
on Amsterdam. Both sides take one hit, reducing
the German panzer corps and eliminating the
Dutch Fort Corps. Rommel, two armored divisions
and a motorized corps move west to attack
into France north of Mezieres, sending a motorized
regiment north to destroy the major fortress
at Eben Emael and leave Liege surrounded by
German ZOC.
Rommel’s attack wipes out the 4DLC
Cavalry Corps (-2 points), which does no hits
in return. Rommel keeps his units together
for maximum defense against the French, and
doesn’t advance since the French line
is strong to the west. Then the German 5th
Panzer Division takes the major fortress at
the north end of the Maginot Line (-2 points),
and it and Guderian’s 19th Panzer Division
attack three French units southeast of Sedan.
The Germans do 3 hits while the French do
2 on 4 dice, and Guderian’s units retreat
one hex while the Polish 3rd Division is eliminated
and the remaining two French units retreat
two hexes.
Allied
The Dutch Field 1 Corps in Nijmegen is Out
of Supply. All other Allied units are in supply
(Liege is a fortress). The Allied player gets
no air units this turn. The Allied player
rolls a 5 and successfully evacuates Queen
Wilhelmina from the Netherlands to Britain,
since her royal guards would have had no chance
holding Amsterdam by themselves and the other
remaining Dutch unit in Nijmegen is surrounded
by German ZOC and can’t save her. Nobody
gets any points for the evacuation (the Allies
would have gotten a point on a roll of 6).
Alexander moves west to Namur with the British
Expeditionary Force to attack Eben Emael and
relieve the German siege of Liege. A French
armored division from Valenciennes comes to
join him and attempt the politically-required
Franco-British combined attack for the turn.
French units from Dunkirk move up to support
his north flank. The Allied player rolls for
all his MR units, and only the 2DLC cavalry
corps and the 41st Fortress Corps are able
to move. That’s not enough of a force
to mount an effective attack on any German
units, so they stay put and hold the line.
Prioux moves south to reinforce the south
end of the French line at Mezieres.
Alexander rolls a 6 and the combined Anglo-French
attack on Ebaen Emael goes forward. The attack
just barely succeeds, scoring one hit on 10
dice and destroying the German motorized unit
there (+3 points). The two British armored
units advance to Eben Emael and don’t
attack in the Exploitation Combat Phase, preferring
to hold the line and impede German westward
movement through Belgium while maintaining
a retreat route for the Belgians at Liege.
At the end of the turn the net point total
stands at 6.
Turn 2
The third week in May.
German
The two German motorized units west of Nijmegen
are out of supply, and the German player receives
5 air points. The OOS German units move to
occupy Rotterdam and Amsterdam, while the
other units that were attacking Holland move
south to support the attack on Belgium. The
Germans in Belgium move to attack Alexander
at Namur and Eben Emael, plus the Belgians
at Liege. Rommel and Guderian move west to
attack Prioux at and around Mezieres. The
line of Germans facing the Maginot Line moves
one hex northwest through the rough terrain,
maintaining their guard of the south German
flank while keeping their distance from the
French.
The attack on Alexander does only one hit,
taking a hit in return. But the attack on
Liege succeeds, wiping out the Belgian 7th
Corps and allowing the Germans to advance
into it and destroy the fortress. The attack
on Namur and the hex to the north results
in three hits scored by both sides, causing
the Germans to retreat back to the Maastricht
area while the French 16th and the British
3rd Infantry Corps take one step loss each
and retreat to Brussels.
Rommel destroys the French 3rd Infantry
Corps northwest of Mezieres (-2 points), and
the 14th Motorized Corps advances two hexes
to get behind Prioux at Mezieres, putting
him Out of Supply. Then Guderian attacks him,
scoring 7 hits on 18 dice (8 of them hit on
a 5 or a 6) and wiping out Prioux along with
his 2DLC cavalry corps and his DLM Armor Corps
(-4 points). Prioux does only one hit in return.
Guderian’s two panzer corps advance
to join his motorized corps, and he and Rommel
are both two hexes east of Reims. But the
three German infantry corps attacking the
two weak French corps to the south only eliminate
the French 10th Corps (-2 points), so the
south flank of the German advance is not quite
secure, especially with de Gaulle waiting
to charge in from just east of Troyes.
The German panzer corps in Belgium are both
reduced, so rather than attack Alexander and
risk destruction they stack with infantry
corps north of Liege. Guderian moves south
to destroy the remaining French infantry division
threatening his south flank, while Rommel
hits the French 11th Corps directly in front
of him. Guderian’s attack destroys the
French corps (-2 points), but Rommel’s
only does one hit and takes one in return.
Allied
The Netherlands surrenders since Amsterdam
and Rotterdam are German-occupied (-1 point).
The Allied player rolls a 6 for RAF reinforcements,
and Britain commits the bulk of the RAF to
the defense of France (+1 point). German air
points are reduced by two per turn for the
rest of the game. The Allied player gets 2
air points this turn.
The Allied player launches a daring pincer
movement, sending Alexander from the north
and De Gaulle from the south to pinch and
strangle the German bulge west of Luxembourg.
If it works, Rommel and Guderian will be cut
off from their supply lines. Six French corps
and a cavalry division converge on Rommel’s
position northwest of Mezieres, while Alexander,
three British corps and a French corps attack
the three German corps guarding the line from
Liege south to near Arion. Maginot Line units
shuffle northwest to assist the British attacking
the south flank of the German bulge, and a
couple advance north to hit the Germans in
the rough terrain north of the Maginot Line.
Then de Gaulle leaves the French 3DCR armored
division just southwest of Chalons Sur Marne,
and takes two other divisions to help the
British attack on the south flank of the bulge,
behind Guderian.
Both Allied air points go into Alexander’s
attack across the river north of Arion. The
British 2nd Corps soaks off against the Germans
at Liege and is destroyed (-3 points). But
Alexander’s attack scores no hits, and
neither does the German defense.
De Gaulle’s attack does much better,
scoring 3 hits to 2. The Germans would like
to take one hit and retreat two, thus preserving
all their units, but doing so would let De
Gaulle advance to Sedan, gravely endangering
Guderian’s supply path. So they take
two step losses and lose the 6th Infantry
Corps (+2 points), retreating the remaining
two infantry corps to Sedan. De Gaulle loses
the 2Sp cavalry corps (-2 points), takes a
step loss from the 2DCR armored corps, and
chases the Germans north, tightening the noose
on Guderian.
The attack on Rommel does 2 hits to 1, forcing
him and his 7th Panzer Division to retreat
to Sedan and the 10th Panzer to retreat to
Arion (the only way to avoid overstacking).
A French cavalry corps takes a hit and the
French advance. The French attack north from
the Maginot Line at Kaiserslauten and the
hex to the east scores 3 hits to none, inflicting
two step losses and forcing two German corps
to retreat north.
In the Exploitation Movement Phase, Alexander
and the British units with De Gaulle close
the pincers on Arion, attacking the reduced-strength
10th Panzer Division there at a strength of
4 dice to 2. One hit will destroy it, put
Alexander in Arion, and put Rommel, Guderian
and the entire German breakthrough out of
supply. They roll one hit, destroying 10th
Panzer (+2 points) while 10th Panzer also
does one hit and eliminates the British 51st
Infantry Division (-3 points). Alexander occupies
Arion, and the trap snaps shut.
The net point total is now down to -8.
Turn 3
The fourth week in May.
German
Rommel, Guderian, five infantry corps, one
motorized corps, two panzer divisions and
a panzer corps are all out of supply in Sedan,
Mezieres, and on the east bank of the Marne.
The German player receives one infantry replacement
this turn, so he flips 3rd Corps in Liege
to its full-strength side, hoping it can help
cut a supply line through the British and
back to Rommel and Guderian. With the RAF
commitment, the Germans only get 2 air points
this turn.
The German units in Belgium attack southwest
en masse toward Namur and the British 1st
Corps southwest of Liege. The German 30th
Corps moves west to hit Alexander while the
rest of the Siegfried Line units stay put
to deal with the French attack north from
the Maginot Line. Guderian pulls back from
the Marne to hit de Gaulle, while Rommel turns
around to hit Alexander. The three German
corps in Mezieres have no choice but to stay
put and hit the adjacent French.
The German attack on the advancing Maginot
Line units does 3 hits to 1, forcing a retreat
back to the fortress line. The attack on Namur
does one hit, eliminating the French 16th
Corps (-2 points) but leaving the British
3rd Corps. The Allies do no damage, but the
Germans do not advance and don’t force
a supply line through to the south.
The German 15th Corps’ fails to force
its way across the river against the French
1DCR armored division, doing no damage but
taking a hit for its trouble. This leaves
the British 1st Corps a retreat route, and
when the Germans attack it they do only one
hit on 15 dice, meaning it doesn’t have
to retreat at all.
The cut-off German units have one hope left
— the powerful German 30th Corps, attacking
the reduced British Reserve Corps that helped
closed the pincers at Arion. Thirtieth Corps
rolls 7 dice . . . and gets no hits, once
again taking a hit for its trouble.
The cut-off, out-of-supply units have no
choice but to cut their own way out. Rommel
has a slim hope of fighting his way back across
the river from Sedan to Arion and opening
a supply line to Guderian, so he attacks first.
He’s halved in strength for being out
of supply, and reduced for attacking across
a river. His panzer division would be useless
in this circumstance, so it attacks the Reserve
Corps again, while his two infantry corps
attack Alexander. Rommel and his 7th Panzer
inflict two hits on the British Reserve Corps,
destroying it (-3 points) and advancing west
to re-establish the supply line. The thus-rejuvenated
attack on Alexander at Arion scores one hit
and destroyes his RAC armored corps (-3 points),
capturing Alexander in the process. Guderian
then attacks de Gaulle at a full 10 dice strength,
hitting on a 5 or 6 . . . but only does one
hit while de Gaulle does two! The weak 5th
Panzer division is eliminated (+3 points),
and since his only legitimate retreat route
(through Mezieres) is blocked by his own troops,
he loses the reduced 14th Motorized Corps
as well (+3 points). Finally, the three German
corps in Mezieres who blocked Guderian’s
retreat attack, but neither side does any
damage.
In the Exploitation Movement and Combat
phases, the weakened 16th Panzer Corps in
Liege crosses the river south to try and finish
off the British 1st Corps. It succeeds (-3
points) and advances west. Rommel and Guderian
then gang up on De Gaulle, hoping that eliminating
him and his armored units will help clear
the way to Paris. They destroy de Gaulle’s
units with 5 hits, eliminating his two armored
divisions (-4 points) and advancing westward
again.
Allies
They still control Paris (+2 points), and
all their units are in supply. They get one
French infantry replacement, so the French
11th Corps near Mezieres flips to full strength.
The Allied player gets one air point this
turn.
King Leopold of Belgium courageously takes
his royal guard forward to reinforce the British
at the fortress at Namur. The Belgian 4th
Corps joins him there, leaving a French motorized
corps to guard Antwerp. De Gaulle pulls back
to join the 3DCR armored division across the
river at Chalons Sur Marne, but four fresh
French corps and a reduced cavalry division
attack the three reduced German corps in Mezieres
while more advance to attack the weak German
units across the river north of Arion. The
Maginot Line units shuffle northwest, with
two corps from Metz reinforcing the French
attack on Rommel’s reduced 7th Panzer
Division. If they take Rommel out, Guderian
will be cut off again.
The French attack across the river north
of Arion eliminates the German 15th Corps
(+2 points). The French attack on Mezieres
does only one hit on 22 dice, destroying the
German 2nd Corps (+2 points) but taking 3
hits in return, forcing the French forces
to retreat a hex west and lose the 1Sp Cavalry
Corps (-2 points). But the attack on Rommel
destroys the 7th Panzer Division (+3 points),
and Guderian is out of supply again.
All but one British unit have been eliminated,
and that one is happily guarding Namur, so
the turn ends with no Allied exploitation
movement or combat.
The net point total is now -10.
Turn 4
The first week in June.
German
Guderian is out of supply and caught between
three French corps to the east and numerous
corps with de Gaulle to the west. All other
German units are in supply. The German player
gets one infantry and one armor replacement,
so he restores the powerful 18th Corps in
Mezieres and the 16th Panzer Corps south of
the river and adjacent to Eben Emael. The
Germans get only 2 air points this turn due
to RAF commitment.
The Germans at Mezieres fan out to run a
supply line up to Guderian, cutting the three
French corps next to him off from supply in
the process. The rest attack Antwerp, Namur,
and across the river northwest of Arion.
The attack on Antwerp does five hits, wiping
out the French motorized corps from Dunkirk
(-2 points), which does one hit in return
and destroys the German 4th Corps (+2 points).
All German motorized units involved advance
down the coast toward Ostend. The attack on
Namur results in one hit on each side, but
the attack across the river near Arion does
five hits, wiping out the French 4th and 41st
Corps (-4 points) and letting all units cross
the river. Then Guderian’s attack on
the three French corps that cut him off does
six hits, wiping them out (-6 points).
Guderian only has two Panzer corps left,
and he can’t afford to lose them to
a lucky French shot. So he has them pile in
with him south of Mezieres rather than attacking
the French secondary line east of Reims. But
the three motorized units in Belgium reach
Ostend, and . . .
Allied
Belgium surrenders (-2 points). Paris is
still under Allied control (+2 points), and
the Allied player gets 1 air point.
With Belgium breached, the fast German motorized
units there have a northern route to Paris.
De Gaulle must pull his forces northwest to
meet them, meaning the Maginot Line units
must take on the task of stopping Rommel and
Guderian. De Gaulle’s units use strategic
movement to form a line from Chalons Sur Marne
through Reims, Quentin and Amiens up to the
sea. The Maginot Line units spread out as
thinly as they can, while the last British
corps pulls back from Namur and uses strategic
movement to join the French armored division
anchoring the north end of the line at the
sea. Since the French did nothing but retreat,
there are no attacks and the turn ends.
The net point total is now -20.
Turn 5
The second week in June.
German
All German units are in supply, and the
Germans use their replacement to restore the
powerful 30th Corps with Rommel (with 7th
Panzer destroyed Rommel has no effect on play,
but the German player has left him on the
board to more easily identify the units with
him) near Sedan. German air support for the
turn is 3 points.
The Germans in Belgium rush west, with a
cavalry division from Eben Emael and a motorized
and armored division from Ostend attacking
the reduced French corps at St. Quentin. All
other German units head straight for the closest
French units, with the Siegfriend Line units
attacking the weakened Maginot Line, and Guderian
massing on de Gaulle across the Marne.
The Maginot Line attacks get bloodied, with
the Germans losing their 33rd Corps (+2 points)
but forcing the French to abandon Metz. Rommel’s
attack goes nowhere, but Guderian’s
attack on the Marne does eight hits to three,
wiping out two French corps and a mechanized
division (-6 points) while the Germans lose
their 23rd Corps (+2 points) and retreat.
But the German attack on Reims gets annihilated,
doing three hits but taking four, causing
three reduced German corps to be wiped out
(+6 points)! The French retreat to the west
bank of the Marne. The attack on St. Quentin
is also repulsed, with the Germans losing
their cavalry division (+2 points).
In the exploitation movement phase, Guderian
takes his two panzer units west to Reims,
and the Germans attack St. Quentin again but
are once again repulsed, losing the SS motorized
unit (+3 points).
Allied
The French player uses his infantry replacement
to recreate the 3rd Corps in Paris, and gets
two air points for the turn. Paris is still
under his control (+2 points) and he gets
two air points this turn.
The Maginot Line units come out in force,
attacking the weakened Siegfried Line units
to go for more points. They also move a corps
down to St. Quentin to counterattack the weakened
Germans there. The Maginot attack has to retreat
but destroys the German 24th Corps (+2 points).
Then the French put both their air points
into the counterattack from St. Quentin, but
neither side does any damage. There is no
exploitation movement, and the turn ends.
The French battled back mightily this turn,
and the new net point total is -7.
Turn 6
The third week in June.
German
All German units are in supply, and they
use their infantry replacement to restore
the 40th Corps behind Guderian. The Germans
get 2 air points this turn.
The Germans coming out of Belgium split
their attacks between St. Quentin and Amiens,
and Guderian drives west through the rough
and all the way to Paris while his infantry
attack the two corps guarding the Marne to
the east. The rest of the Germans attack French
units on the Marne and the Maginot Line.
The Germans lose their 25th Corps in the
Maginot attack (+2 points), Rommel’s
attack goes nowhere again, but Guderian attacks
across the river to take one hex of Paris,
destroying the French 3rd Corps (-2 points).
But his infantry to the east fail to budge
the two French corps guarding the Marne, doing
only one hit on 21 dice, and taking a hit
in return. But the attack on St. Quentin finally
succeeds, doing 3 hits to none and driving
the two French corps there back toward Paris.
But the attack across the river at Amiens
is stopped, with the loss of the German 11th
Corps (+2 points).
In the exploitation movement phase, Guderian
sends one of his armored corps to take the
other half of Paris (-3 points).
Allied
The Allies receive the Canadian 1st Corps
and the British 52nd Corps as reinforcements
at Caen. All Allied units are in supply, and
the Allied player gets one air point this
turn.
The British and Canadian reinforcements
head south toward Paris (they’ll get
there in the exploitation movement phase)
while the remaining British corps abandons
the river line at Amiens to join its fellows
and head for Paris. The remaining French hit
the Germans who just advanced beyond St. Quentin.
The two French corps east of Paris can’t
move and have to attack the six German corps
there at an overwhelming disadvantage. More
pull west across the Marne, and the rest stay
in the Maginot Line.
The attack on the St. Quentin advance does
no good, losing the French their 11th Corps
(-2 points), and the two corps defending the
Marne are destroyed (-4 points). The British
then advance on Paris during the exploitation
movement and combat phases, but their attack
is driven off with the loss of the British
52nd Corps (-3 points).
This turn, the French have imploded as mightily
as they fought back last turn. The net point
total is now -17.
Turn 6
The fourth week in June.
German
All German units are in supply, the Germans
use a replacement to restore their 40th Corps,
and they get 2 air points this turn.
It’s the last turn of the game, and
the Germans need 3 more points to win. They
have Paris, and they can’t get any units
off the south board edge, so the only way
to get more points is to destroy more enemy
units. The richest point harvest is from British
corps, so Guderian would like to go after
the fleeing Brits and Canadians west of Paris,
but doing that would expose his reduced Panzer
corps to destruction. So the Germans gang
up on the French, surrounding de Gaulle and
the French 9th Corps at Chalons Sur Marne
and the French 23rd Corps and 1DCR armored
division two hexes south of Amiens. The Germans
across from the Maginot Line retreat north
so the Maginot Line units can’t hit
them without response at the end of the turn.
The French 9th Corps at Chalon is annihilated
(-2 points) and de Gaulle captured, and Guderian
wipes out the remaining French corps and armored
division near Amiens (-4 points). But they
die bravely, inflicting two hits on the Germans
on four dice, and since all German units are
reduced, the 5th Corps dies (+2 points) and
the rest of the units retreat one hex. Guderian’s
mechanized units then retire to Paris in the
exploitation movement phase, staying across
the river from the British.
Allied
The net point total is -21, so the only
way the Germans can not win is if the Allies
make suicide attacks and do at least one step
loss while not taking any themselves. The
only Allied units left on the board are the
Canadian 1st Corps and British 3rd Corps north
of Chartres, and five French corps on the
Maginot Line. The Maginot Line units can’t
catch the Germans, and the British are far
too sensible to engage in kamikaze tactics
(and have no desire to die for France anyway).
So they head west and will take ship home,
and the Germans win!
Click
here to buy Strange Defeat for just
$19.99!
|