Invasion 1940 (GBWW2)
Invasion 1940 (GBWW2)
Invasion 1940 (GBWW2)
CWP01
Table of Contents
Introduction.. 1
Historical Context ... 2
Doctrine and Plans .. 5
Weapons .. 9
Divisional Organizations 15
Netherlands and Belgium19
Eben Emael.20
Dutch Bridges.26
Crossing the Meuse 32
Dinant 34
Sedan . 40
Allied Counter-Attacks.. 47
de Gaulles Attack . 48
The Arras Attack ... 54
Great Battles of World War II
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Historical Context
2.
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confrontation 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 Frances 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 Premiers 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, Hitlers
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
1930s, however, Hitler was not even presenting
this pretence to his actions, and continued to
build the German forces.
His first military adventure was to reoccupy the Rhineland, in March 1936. The
Rhineland was the area between the Rhine River
Historical Context
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 Hitlers 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 Germanspeaking 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
Czecholslovkias 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 eleventhhour 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
Germanys 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
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Historical Context
4.
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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. Rundstedts Gelb Plan used the Ardennes conceal the German build up before
the dash to the sea.
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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.
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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.
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Weapons
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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
Great Battles of World War II
Weapons
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 PzKwIIIs 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 commanders 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.520s. 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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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 Douhets 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 bombload 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
Great Battles of World War II
Weapons
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 Gamelins
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 lowlevel 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
Tsars garage. He developed a vehicle, for use in
the snow, using an Austin car and tractor tracks.
During the 1930s 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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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 crosscountry. 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 selfpropelled 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
Weapons
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 horsedrawn 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 1930s 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 1700s. 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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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 1930s
machineguns were air-cooled, reducing the
weight from over 100 pounds to about 25
pounds. The Germans had also perfected a oneman machine-gun. The French had not even
explored the concept. The British had access to
an excellent sub-machinegun, the Thompson .45
Weapons
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
enemys 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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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
Weapons
engineers or the German Pioniere These units
would be armed as infantry, but their specific
role was to create obstacles to impede the
enemys 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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Divisional Organization
Germany
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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
.France,
Divisional Organization
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
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Divisional Organizations
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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.
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Army Group A
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Army Group A
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. Regt 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
7th Air Engineers
Panzer
Infantry battalions
- Veterans (10)
- Veterans (10)
- Experienced (9)
- Average (8)
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Eben Emael
2nd Battalion (3 Pz II stands)
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
days 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 Regt
HQ (command stand)
1st Battalion (3 Pz I stands)
6th Panzer
HQ (command stand)
1st Battalion (3 Pz I stands)
2nd Battalion (3 Pz II stands)
3rd Panzer Infantry Regt
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
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Eben Emael
Belgium Forces
1st Garrison Division
1de Garrison Regt
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 Regt
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 divisions 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.
22.
Vol. 3 Invasion 40
4de Infantry Division
- roll d10 - 1 to 3 arrives on road
2;
4+ arrives on road 3
C Ops and FUP
1ste Karabiniers Regt (3 med. tank stands)
(light armour, med gun, med speed)
8de Infantry Regt
HQ (command stand)
1st Battalion ( 3 infantry stands + hvy wpns
stand)
2nd Battalion ( 3 infantry stands)
3rd Battalion ( 3 infantry stands)
Eben Emael
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.
23.
Vol. 3 Invasion 40
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,
Eben Emael
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 Regt 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
24.
Vol. 3 Invasion 40
Eben Emael
25.
Vol. 3 Invasion 40
Historical landing
DZ E
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
26.
Vol. 3 Invasion 40
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)
Verfuegungs SS Divison
C Ops and FUP
Germania SS Motorized Infantry Regt
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 Regt
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)
27.
Vol. 3 Invasion 40
28.
Vol. 3 Invasion 40
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
2nd Battalion
(1 infantry stand)
Dutch Forces
1st Garrison Division
Anit-tank company (light gun)
2de Garrison Regt
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 Regt
HQ (command stand)
1st Battalion
(1 infantry stand)
Zwijndrecht
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 Regt
(3 Inf Support Tank stands)
(light armour, MG armed, med.speed)
Waalhaven airfield
2nd Battalion
Rotterdam bridge bunker
(1 infantry stand + hvy wpn stand)
29.
Vol. 3 Invasion 40
15de Militie Regt
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 Regt
(3 Inf Support Tank stands)
(light armour, MG armed, med.speed)
12de Infanterie Regt
HQ (command stand)
1st Battalion ( 3 infantry stands)
3rd Battalion ( 3 infantry stands)
5de Oost-Indiche Regt
HQ (command stand)
1st Battalion ( 3 infantry stands + hvy wpns)
2nd Battalion ( 3 infantry stands)
3rd Battalion ( 3 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
30.
Vol. 3 Invasion 40
2.
The 1st Battalion of the 16th German
Infantry Regt 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.
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
3.
The 2nd and 3rd Battalions of the
German16th Infantry Regt, as well as the 47th
German Infantry Regt and the 65th German
Infantry Regt 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.
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.
7.
All Dutch artillery are on-call for the
first day (May 10)
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.
4.
Pragers 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).
.
31.
Vol. 3 Invasion 40
Army Group B
32.
Vol. 3 Invasion 40
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 divebombers. 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
Army Group B
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.
33.
. Vol. 3 Invasion 40
- Superior
- East
- 80
- 10 templates, 15 rounds;
5 replacements per day.
- Experienced (9)
Dinant
34.
Vol. 3 Invasion 40
25th Panzer Regt
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 Regt
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 Regt
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
Dinant
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 Regt
HQ (command stand)
1st Battalion (3 infantry stands)
2nd Battalion (3 infantry stands)
3rd Battalion (3 infantry stands)
77th Reserve Infantry Regt
HQ (command stand)
1st Battalion (3 infantry stands)
2nd Battalion (3 infantry stands)
3rd Battalion (3 infantry stands)
125th Reserve Infantry Regt
HQ (command stand)
1st Battalion (3 infantry stands)
2nd Battalion (3 infantry stands)
3rd Battalion (3 infantry stands)
22th Infantry Division
89th Infantry Regt
HQ (command stand)
1st Battalion (3 infantry stands)
2nd Battalion (3 infantry stands)
35.
Vol. 3 Invasion 40
Belgian Chasseurs Ardennes
C Ops and FUP
Brigade HQ (command stand)
Anti-tank company (1 light gun stand)
1st Battalion (3 infantry stands)
Dinant
May13 May14 May15
4th North African Div
1st Cav. Div. Cops
1st Cavalry Div.
87th Inf. Regt HQ
87th Inf. Regt
1-2
1
1
1
1
1-3
1- 2
1- 2
1- 2
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
AAAB BBBBCC
CCCD DEFGH I
C D E F F FG H H I
B C DD E F G H H I
DD EFF FGHHH
Reinforcements
At the beginning of each days 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
36.
Vol. 3 Invasion 40
1st Demi-brigade
HQ (command stand)
25th Tank Regt (three H-39 tank stands)
26th Tank Regt (three B-1 tank stands)
2nd Demi-brigade
HQ (command stand)
28th Tank Regt (three H-39 tank stands)
37th Tank Regt (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 Regt
Regt HQ (command stand)
1st Battalion (3 infantry stands)
2nd Battalion (3 infantry stands)
3rd Battalion (3 infantry stands)
23th Colonial Infantry Regt
Regt HQ (command stand)
1st Battalion (3 infantry stands)
2nd Battalion (3 infantry stands)
3rd Battalion (3 infantry stands)
25th Colonial Infantry Regt
Regt 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 Regt
Regt 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)
Dinant
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 deactivate) the whole divisions 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 - wasnt. 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
37.
Vol. 3 Invasion 40
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 players 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
Dinant
(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 butchers 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 8by 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.
.
Great Battles of World War II
38.
Vol. 3 Invasion 40
Dinant
39.
Vol. 3 Invasion 40
Sedan
40.
Vol. 3 Invasion 40
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)
Sedan
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 Regt
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 Regt
HQ (command stand)
Infantry gun company (light gun stand)
1st Battalion
(3 infantry stands + 1 hvy wpns. in trucks)
86th Motorized Infantry Regt
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
41.
Vol. 3 Invasion 40
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 Regt
1st Battalion (1 Machine gun stand)
2nd Battalion (1 Machine gun stand)
3rd Battalion (1 Machine gun stand)
186th Fortress Regt
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
Sedan
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 Regt
HQ (command stand)
1st Battalion (3 infantry stands)
2nd Battalion (3 infantry stands)
3rd Battalion (3 infantry stands)
Deployment
The 186th Fortress Regt must deploy anywhere
in Sedan. The 185th Fortress Regt 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.
42.
Vol. 3 Invasion 40
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 Regt(3 infantry stands + hvy wpns stand in trucks)
West Force
HQ (command stand)
7th Tank Battalion - (3 H-39 stands)
213th Infantry Regt
(3 infantry stands + hvy wpns stand in trucks)
Sedan
43.
Vol. 3 Invasion 40
Sedan
Vol. 3 Invasion 40
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.
Sedan
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 butchers 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 8by 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
45.
46.
Vol. 3 Invasion 40
Allied Counter-Attacks
47.
Vol. 3 Invasion40
Allied Counter-Attacks
Infantry Battalion
(3 infantry stands in half-tracks)
2.
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 halftracks)
Motorized Infantry Regt
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)
48.
Vol. 3 Invasion40
4. Objectives - Hold the cross roads marked
A1 and B2 at the end of turn 10
Allied Counter-Attacks
Forces
C Ops
Kamphgroupen
HQ (command stand)
2 Armoured Cars (recon stands)
Infantry Battalion
(3 infantry stands in half-tracks)
Forces
C Ops
Kamphgroupen
HQ (command stand)
2 Armoured Cars (recon stands)
Infantry Battalion
(3 infantry stands in half-tracks)
Motorized Infantry Regt
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)
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)
49.
Vol. 3 Invasion40
Supply - not needed, due to a 1 day scenario
Friendly edge
- South
Activations
- na
Artillery
- see mission forces
Morale
- Average (8)
Allied Counter-Attacks
Motorized Infantry Regt
HQ (command stand)
1st Battalion of Infantry
(3 infantry stands+ hvy wpns stand in buses)
Armour (DCR) Battalion (2 H35 stands+HQ)
4.
2.
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)
Forces
C Ops
Battle Group
HQ (command stand)
2 Armoured Cars (recon stands)
Infantry Battalion (3 infantry stands in trucks)
Motorized Infantry Regt
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.
3.
Forces
C Ops
Battle Group
HQ (command stand)
2 Armoured Cars (recon stands)
Infantry Battalion (3 infantry stands in trucks)
Great Battles of World War II
Forces
C Ops
Battle Group
HQ (command stand)
2 Armoured Cars (recon stands)
Infantry Battalion (3 infantry stands in trucks)
50.
Vol. 3 Invasion40
Motorized Infantry Regt
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 Regt
HQ stand (command stand)
1st Battalion (2 B1 stands)
2nd Battalion (2 H39 stands)
2nd DCR Regt
HQ stand (command stand)
1st Battalion (2 B1 stands)
2nd Battalion (2 H39 stands)
3rd DCR Regt
HQ stand (command stand)
1st Battalion (2 R35 stands)
2nd Battalion (2 R35 stands)
10 Artillery templates; 20 rounds
(all on-call) (Average)
6.
Allied Counter-Attacks
3rd Battalion of Infantry
(3 infantry stands in buses)
1st DCR Regt
HQ stand (command stand)
1st Battalion (2 B1 stands)
2nd Battalion (2 H39 stands)
2nd DCR Regt
HQ stand (command stand)
1st Battalion (2 B1 stands)
2nd Battalion (2 H39 stands)
3rd DCR Regt
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.
Forces
C Ops
Battle Group
HQ (command stand)
2 Armoured Cars (recon stands)
Infantry Battalion (3 infantry stands in trucks)
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.
Vol. 3 Invasion40
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
6s) 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
Allied Counter-Attacks
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.
52.
Vol. 3 Invasion40
Allied Counter-Attacks
53.
Vol. 3 Invasion40
- Superior
- East
- na
- none
- Experienced (9)
.
Great Battles of World War II
Allied Counter-Attacks
54.
Vol. 3 Invasion40
15th Panzer Regt
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 Regt
HQ (command stand)
1st Battalion (3 armoured car stands)
2nd Battalion (2 Pz II stands, 1 Pz IV stand)
13th Motorized Infantry Regt
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 Regt
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
Allied Counter-Attacks
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 Regt
HQ (command stand)
Recon Batn (2 Vickers light tanks)
1st Battalion (2 Matilda I, 1 Matilda II
stands)
6th Durham Light Infantry Regt
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 Regt
HQ (command stand)
Recon Batn (2 Vickers light tanks)
1st Battalion
(2 Matilda I, 1 Matilda II stands)
8th Durham Light Infantry Regt
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.
55.
Vol. 3 Invasion40
Allied Counter-Attack
56.
Vol. 3 Invasion40
Allied Counter-Attacks
57.
Weapons Chart
French
Gun
light
light
light
light
light
medium
medium
Armour
light
medium
medium
light
medium
medium
medium
Speed
medium
slow
medium
slow
medium
medium
slow
Gun
MG
MG
medium
medium
Armour
light
medium
heavy
light
Speed
fast
slow
slow
slow
PzKw I
PzKw II
PzKw III
PzKw IV
Gun
MG
light
medium
heavy
Armour
light
light
medium
medium
Speed
medium
medium
medium
medium
Field guns
Infantry guns
light guns
AMC
R-35
R-40
H-35
H-39
S-35
Char B1
British
MVBI
Matilda I
Matilda II
A10 Valintine
German
Anti-tank guns
34mm-44mm (2 pounder)
45mm-59mm (6 pounder)
60mm-80mm (17 pounder)
81mm and over
light guns
medium guns
heavy guns
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.
8
2
1
6
-