| 'Strange
Defeat': Additional Options
By William Sariego
July 2006
In a popular cliché, imitation is
the highest form of flattery. I can attest
that this is certainly true enough. I was
happy when told a new designer would be using
my Defiant
Russia system for a game on the 1940
campaign. Mike Perryman's Strange
Defeat is a most welcome addition
to the Avalanche Press line, and I am honored
to help support Strange Defeat with
web content — in this case a small variant
article with some additional options for play.
The Sword of the Army
The French had a lot of tanks, some quite
good. What she didn't have was a solid doctrine
to go with them, as most were designed for
infantry support. France could have had a
doctrine had Colonel Charles De Gaulle's ideas
been taken seriously by the army and the government
in the decade prior to the war. The problem
was De Gaulle himself. Truly a brilliant man,
he is easily one of the towering figures of
the last century. A common problem with Great
Men of History is often their absolute self-confidence
(read “arrogance”) which has little
time for those whom fail to comprehend their
brilliance. Insulting one’s superiors
is hardly the way to get your point across.
Strange Defeat comes well-equipped
with its own optional rules. Prepared France
12.1 already exists to give the best-case
scenario for the Third Republic to defeat
Nazi Germany. This new variant assumes newly-promoted
General De Gaulle had gotten his point across
just enough to emphasize the importance of
armor in the coming campaign, but that doctrine
is still moribund. The effects of “The
Sword of the Army” is that both the
4th DCR and the DLM begin the game full strength
and France get one armored replacement point
on June I as long as Paris is Allied-controlled
(the Renault Works).
Northern Lights
The Norwegian campaign is an oft-neglected
area of study in World War II games. It has
a direct bearing here, as it ran from April
through June, tallying with the time frame
of Strange Defeat. The majority of
the naval commitment around Norway was British,
though the French were present with some light
squadrons. Ground forces of the Third Republic
in Norway were represented by the 1st Light
Division, which was organized into two chasseur
alpin demi-brigades (the 5th and 27th) and
the 13th L.E. demi-brigade. The 5th landed
at Namsos on April 30th. The 27th landed on
April 27th and the 13th L.E. on April 28th,
both at Narvik. The units gave a good account
of themselves during the campaign and would
begin withdrawning from early to mid-June.
The variant adds the elite 1st Light infantry
division as a reinforcement on June III. It
must arrive in a French-controlled port. If
no such port exists place it in the English
holding box (it does not enter play) but do
not count it as destroyed or evacuated. Look
with pride on the first Free French unit!
The Sunny South
The “hand that held the dagger”
will thrust it into its neighbor’s back
on June 10th (June II in game terms), as Italy
declares war on France. Italian Army Group
West would attack along the Riviera coast
and in the Alps beginning on June 20th. On
June III the Allied player rolls a die to
determine the affects, if any, of the Italian
offensive in the Alps.
1. Major Italian Victory. Germany scores
2 PP
2. Minor Italian Victory. Germany scores
1 PP
3. Italian Moral Victory. No Effect
4. French Moral Victory. No Effect (Historical
outcome)
5. Minor French Victory. Allies Score 1
PP
6. Major Allied Victory. Allies score 2
PP
An Italian victory of any sort has no direct
bearing on the physical play of Strange
Defeat, other than the PP award. Even
if the Italians did well, they lacked the
motorized ability to move far enough north
to be represented.
Likewise General Weygand would not send troops
south to put out a fire in the guest house
while the mansion was itself ablaze. The actual
French victory could have brought intervention
further north if the high command had more
initiative than defeatism at that point. A
Minor French Victory grants an Air Support
point on June IV. A Major French Victory,
in addition to giving the air support grants
one French infantry replacement on June IV.
Pride of the Empire
While the army proved a disappointment in
the 1940 campaign, the Navy did not. Indeed,
the French fleet gave a proud account of itself
during the entirety of the war in vary tragic
circumstances. This would be true of the ships
of the Third Republic, Vichy, and Fighting
France. During the 1940 campaign the navy
would assist the British at Dunkirk (a fact
often overlooked) and provide gunfire support
all along the coast, be it from fast destroyers
or old battlewagons like Courbet.
The French Fleet enters as a reinforcement
on May III. Place it in any French-controlled
port. It moves once per turn, in either the
Allied movement or the German combat phase!
It can support an Allied attack or defense
in any coastal hex. If moved during the German
combat phase place it atop the Allied stack
being attacked; which must contain a French
ground unit.
The German player can assign up to two air
units per turn to bomb the fleet, hitting
on a six. Roll during the combat phase. One
hit reduces the fleet and a second eliminates
it. The fleet is worth 2 PP to the Germans
if it is destroyed. It cannot be taken as
a step loss but must retreat from the hex
if Allied defenders retreat or are eliminated.
The French player can withdraw the fleet from
the map during any Allied Organizational Phase
to avoid elimination. There is no PP penalty
for doing so.
The Cross of Lorraine
On June 17th, De Gaulle, who had been promoted
to Under Secretary of Defense on June 6th,
made his escape to England. Clearly seeing
winds of defeatism blowing and an armistice
looming, he at least did not want to admit
defeat. As both a minister and recently-promoted
general, he held both military and civilian
authority as a beacon of resistance. On June
18th, his message of encouragement to the
French people, and defiance of Germany, was
broadcast on the BBC.
On June III if De Gaulle is still in play,
the Allies can evacuate him to England. Roll
a die. On a six his plane is shot down. On
any other result place his counter in England
and award the Allied player 1 PP.
Conclusion
Strange Defeat is an interesting little
game. Play is fast and furious and it has
great solitaire value. Winning with Allies
is difficult, players may find it all to easy
to feel the same despair as their historical
counterparts. In a future piece I will examine
the defense of France in the game.
Until then I leave you with some fitting
words, spoken by De Gaulle to the students
of St. Cyr in 1921:
Remember this lesson. History does not
teach fatalism. There are moments when the
will of a handful of free men breaks through
determinism and opens up new roads.
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