| 'Strange'
Strategy
By William Sariego
October 2006
Strange
Defeat is a fast and furious game
using my Defiant
Russia system as its base. Like its
two predecessors, it features one side on
the strategic offensive and the other on the
strategic defensive. The game features a mobile
German army which has outmaneuvered its opponent
before game play begins. Pitted against this
is a powerful but slower Allied force which
must somehow trade space and time while preserving
as much of her armed strength as possible.
The outcome is not pre-ordained, and some
nice optional rules exist to explore strategic
possibilities.
Allied Setup
Here is one of my favorite setups as the
Allied Player.
Belgians/Dutch
Ard Cav: 1011
3 Inf: 0913
1 Inf: 0915
7 Inf: 1114
4 Inf: 1116
Res Inf, Leopold: 1517
Fort: 0719
Field1: 0718
Wilhelmina: 1018
British
1 Inf, RAC Arm, Alexander: 1515
Polish, 2 and 3 Inf: 1514
Res Inf: 1813
3 Inf: 1210
51 Inf: 0807
French
8 Inf, 44 Fort: 0702
7 Inf: 0704
Res2 inf, 43 Fort: 0604
12 and 17 Inf: 0506
20 Inf: 0606
9 Inf: 0707
24 Fort: 0908
Col Inf, 42 Fort: 0909
10 and 18 Inf: 1110
1 DCR, 2 Sp: 1210
3, 11 Inf: 1211
4 Inf, 2 DLC: 1313
4 DLC, 41 Fort: 1411
3 SP, DLM, Prioux: 1413
1 Motor, 16 Inf: 1617
4 DCR, 23 Inf, De Gaulle: 1511
1 DCR, 19 Inf: 1509
1 NA Inf: 1712
2 DCR: 1909
1 SP: 1813
As you can see after the units are deployed,
I put most of the variable AA units in position
to oppose the advance by German GA set-up
units. On turn two, when everyone can move,
evacuate the Maginot Line with as much as
you can spare. These units will go and form
a reserve line of defense elsewhere. I like
to pull out the 8, 12, Col, and Res 2 Infantry
units and send them west to defend Paris.
Sacrifice the Low Countries without mercy.
After all, they are monarchies and France
is a democracy! Seriously, you lose no PP
for the loss of Dutch and Belgian units. I
always pass on evacuating the Royal units.
You have an equal chance of either gaining
or losing a PP. I'd rather use them as a one-step
combat unit to absorb a loss.
Once the Huns/Boche/Bad Guys are in France
proper, make sure your units are double-stacked.
Don't advance into Belgium unless you absolutely
have to (in order to make your Turn One Br/Fr
attack, for example). Meet the invaders at
the border and make sure your units are always
stacked when they meet the enemy. You don't
want to give them cheap kills, and a lone
unit can be obliterated far too easily. You
can trade space and preserve your army, but
keep in mind you get PP for controlling ports
and Paris after a point, and the longer you
can do this the better to aid the cause.
Don't be afraid to attack exposed German
units — a reckless and overconfident
opponent will give you plenty to choose from.
Your cause isn't hopeless by any means. Still,
secular France rediscovering its Catholic
faith is not a bad idea!
More 'Strange' Options
I love variants. Designing variants to existing
games is what eventually lead to my own career
as a designer. Here are a few more for Michael
Perryman's game:
Militant Luxembourg
The Grand Duchy actually did have a standing
army. It amounted to a 200-man infantry unit
and 14-man cavalry troop. In 1940 they engaged
in "passive" resistance to the Germans.
Let us assume their resistance took on a more
militant form. The unit begins in Luxembourg
(0911).
Kleist
Germany gets von Kleist as a Panzer Leader.
He begins play with a Panzer unit in the GA
set up group. He can affect any Panzer unit
(including those in GB set-up) but cannot
be stacked with either Rommel or Guderian.
Paris Garrison
On turn two the Paris garrison and the military
governor, General Hering, enter play at hex
1909 as a reinforcement. They cannot leave
Paris unless forced to do so as a retreat
from a German attack, or if Paris is declared
an Open City.
You
can download the new counters here.
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