| 'Strange
Defeat': Clarifications, Errata
and Alternative Victory Conditions
By Doug McNair
September 2006
We’ve received questions and comments
from several Strange Defeat players
since the game was released. Below are some
clarifications which should take care of most
future questions, plus alternative victory
conditions that level the playing field a
bit from the Allied perspective:
Errata and Clarifications
Counters
Ignore the 5-5 unit values on the British
air unit counter. The +1 air support value
is correct. The reverse side is correct, or
you can download
a replacement here.
Terrain Effects Chart
The Fortress Holland hexes are the setup
zone for the Dutch corps with the FH setup
code. Fortress Holland symbols have no effect
on combat or movement.
Rules
5.3: Units in ALL Major and Minor
Fortress hexes are always in supply (not just
Maginot Line fortress hexes).
10.11: Replace the third and
fourth sentences with: “On a result
of 1 the paratrooper unit rolled-for is eliminated.
On any other result it is unaffected.”
10.24: The last sentence should
say: “If a leader is moving with any
of the units that he can assist in combat
(see rule 10.21), he adds one movement point
to each of their movement allowances in both
the Movement and Exploitation phases.”
Leaders DO NOT add to the movement allowances
of units they can’t assist in combat.
11.2: If the roll indicates that German
aircraft are reduced, then they will be reduced
on turns THREE (IV May) through Seven (IV
June).
Variant Rules
I and other Strange Defeat players
have noted that the Allies have a tough time
winning the game. This should come as no surprise,
given the strategic situation in France in
May 1940. At game start, the French are deployed
heavily where they are least likely to be
attacked, and most French units can’t
move on Turn 1 due to poor preparedness. This
makes the lightly-guarded route through neutral
Holland and Belgium a red carpet into France
for the Germans.
In addition, the Germans have some key advantages
in air support and replacements. The Germans
get four or five air support factors each
turn while the Allies get zero, one or two.
The Germans also get six replacement points
during the game while the French only get
two. Since the Germans can send their air
support and replacements anywhere they like,
they have a distinct advantage over the French
when it comes to bolstering attacks to breach
enemy lines.
A third issue is overall force strength.
The French and British have 40 units altogether,
with a total combat strength of 150 and an
average per-unit combat strength of 3.6. But
while the Germans are just barely outnumbered
at 38 units, their per-unit combat strength
is greater at 4.4, their total infantry and
cavalry strength comes close to the Allies’
total at 139, and their armor gives them an
additional 27. Since German armor hits on
a 5 or 6 (twice as often as any Allied units),
the Germans effectively beat the Allies in
combat strength by 193 to 150.
Finally, on the tactical level, the Germans
have a distinct advantage in mobility. German
armor is faster than Allied armor, and German
motorized units can advance farther than Allied
units after combat. Also, all German motorized
units get three movement points every German
Exploitation Phase. But only British units
get to move in the Allied Exploitation Phase,
and each British unit gets only 1 MP. French
armor gets no exploitation movement at all.
So, 10 out of the 38 German units can exploit
breaches in the Allied lines and encircle
Allied units with ease, putting them Out of
Supply and immediately halving their combat
strengths and movement allowances.
The Allies can’t just leave breaches
in their lines open lest the Germans pour
through to take Paris and other key areas.
So, the Allies will spend much of their time
falling back and reforming their lines rather
than hitting the Germans and racking up political
points. This gives the Germans the momentum,
especially later in the game. As the Allied
lines thin out, the Germans can sit back while
the French retreat, then maneuver their forces
to hit them again for maximum damage and Political
Points, with little fear of retaliation.
So, while historical accuracy dictates that
the Allies should have a hard time of it,
I believe the current victory conditions are
guilty of unnecessary roughness toward them.
The Allies get Political Points for eliminating
German units and keeping control of key cities,
but they don’t get points for the things
they have the best chances of doing: stopping
German advances, putting German units Out
of Supply, and evacuating Allied armies to
safety.
The Germans will likely destroy the Allied
armies before the game is over, but the outclassed
Allies should be able to score a political
victory (thus gaining the international support
they’ll need for D-Day later) if they
do well on the battlefield and show that the
Germans can be stopped.
To give the Allied player a fairer shot at
victory, I offer these variant Political Point
Tables and Victory Conditions:
14.0 Alternative Victory
Conditions
14.1 Political Point Tables
Allied Combat and Territorial Losses
- Each French or Polish unit eliminated:
–2
- Each British unit eliminated: –3
- First time a French Major Fortress falls
under German control: –2
- Every other French Major Fortress that
falls under German control: –1 (one
time only per fortress)
- Paris declared an Open City (11.4): –2
- Paris has not been declared an Open City
and the Germans take control of both hexes
of Paris: –3 (one time only)
- At least Four German units exit the south
map edge in France: –3
German Combat Losses and Setbacks
- Each German Para/Motorized unit eliminated:
+4
- Each other German unit eliminated: +3
- Each German Motorized unit that is Out
of Supply on any German Organization Phase:
+2
- Each German Foot unit that is Out of
Supply on any German Organization Phase:
+1
- Each German Organization Phase when the
Allies control Paris (starting IV May):
+2
- Each German Organization Phase when the
Germans do not control at least 3 Allied
ports (starting IV May): +1
- Paris has not been declared an Open City,
and Allied forces retake one hex of Paris
from German control: +1 (unlimited times)
- Paris has not been declared an Open City,
and Allied forces retake both hexes of Paris
from German control: +3 (unlimited times)
Anglo-French Alliance
- French request additional RAF Support:
See 11.2
- Each British/French Cooperation Failure
(11.3): –1
- No Combined British/French Attack on
II May (11.3): –3
Operation Dynamo (11.5)
(Note: An unlimited number of French and British
units can evacuate).
- Allied player declares that naval evacuations
will begin: –5
- Each French infantry or cavalry unit
evacuated: +1
- Each French armored unit evacuated: +2
- Each British infantry unit evacuated:
+2
- British RAC armored unit evacuated: +3
Minor Allies
- Dutch Surrender: –1
- Sanctuary for Queen Wilhelmina: See 10.33
- Each German Organization Phase when Amsterdam
is not under German control (starting III
May): +1
- Belgian Surrender: –2
- Sanctuary for King Leopold: See 10.33
- Each German Organization Phase when Brussels
is not under German control (starting IV
May): +2
14.2 Victory Conditions
Axis Major Victory: At the end of
play the Political Point Total is -20 or less.
Axis Minor Victory: At the end of
play the Political Point Total is anywhere
from -10 to -19.
Allied Minor Victory: At the end of
play the Political Point Total is anywhere
from -1 to -9.
Allied Major Victory: At the end of
play the Political Point Total is 0 or more. |