France ‘40  France ‘40

Sickle Cut: Guderian’s Drive to the Coast & Dynamo: Retreat to Victory RULES OF PLAY

T A B L E O F C O N T E N T S 1. Introduction...... 2 16. Fortifications...... 3 2. Contents...... 2 17. Allied HQs...... 3 3. Sequence of Play Outline...... 3 18. Supply and Isolation ...... 4 4. Stacking...... 4 19. Reinforcements...... 4 5. Zones of Control...... 4 20. Special Rules Common to All Scenarios...... 5 6. ZOC Bonds ...... 4 21. Sickle Cut Scenario...... 6 7. Movement...... 5 22. Dynamo Scenario...... 7 8. Combat...... 7 Counter Abbreviations ...... 9 9. Combat Modifiers ...... 7 Credits...... 9 10. Combat Results...... 8 Extended Example of Play...... 20 11. Determined Defense ...... 9 Designer’s Notes...... 21 12. Retreats ...... 0 Historical Situation Maps...... 23 13. Disruption and Recovery......  Counter Scans...... 30 14. Advance After Combat ......  Index...... 31 15. Overruns ...... 2 Charts and Tables...... 32

© 2013 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com © 2013 GMT Games, LLC  France ‘40 1. INTRODUCTION “...even if the operation were to have only a 10% chance of suc- cess, I would stick with it. For only this can lead to the defeat of the enemy.” —General Halder, Chief of General Staff

France ’40 is a game covering the first three weeks of the German See this Think this attack against the French, British and Belgian armies, and includes two separate, single-map scenarios. Sickle’s Cut deals (2.2.2) Rivers Inside Hexes: Ignore rivers that flow through the with the crucial week in May 1940 when the German army broke the middle of a City, Wooded Rough or Marsh hex. The importance of French line on the Meuse and raced to the sea at Abbeville. Dynamo the river as a barrier to movement and an aid to defense has been deals with the British withdrawal to and the evacuation. mitigated by the surrounding terrain. (2.2.3) Underground Canals: A dashed blue line through the middle of a hex indicates an 2. CONTENTS underground canal. It is shown for interest only 2.1 Inventory and has no effect. France ‘40 A complete game of contains the following: 2.3 The Counters • 2 maps (2.3.1) There are two general types of counters: combat units • 2 counter sheets (“units”) and information markers (“markers”). Units represent the • This rule booklet combat formations involved in the campaign. Markers are used to • Two 6-sided dice track game information, unit status and other assets. • Three player aid cards (2.3.2) How to Read the Combat Units 2.2 The Map Attack Strength: The strength of the unit when attacking. (2.2.1) Each hex represents approximately 4 miles (6.4 kilometers). Defense Strength: The strength of the unit when defending. Consult the Terrain Effects Chart (TEC) for a complete list of the Movement Allowance (MA): The maximum number of Movement map’s terrain features and how they affect movement and combat. Points (MPs) the unit may expend for movement and still attack in A hexagonal grid overprints the map and regulates movement. the Combat Phase.

Sample Combat Unit Tank silhouette indicates the unit is eli- Unit Size gible for the Armor Shift (9.2) Turn and Entry Hex An Attack Strength in a yellow box indi- Unit I.D. Stacking Points cates the unit is heavy tanks (9.2.4). French flag highlights de Gaulle’s division which is immune to the French GQG Attack Defense Movement Marker rule (21.2.3). Strength Strength Allowance (MA) Defense Strength in yellow indicates the unit is eligible for the Reconnaissance rule Defense Defense Strength (20.3). Strength in red in white box indi- box indicates cates Low Troop Units that start the game on their reduced Elite Troop Quality. side are indicated with a triangle. Quality (TQ)

French North African units are indicated Markers with a black unit type box. This has no effect on play.

Units that have a Low TQ (2.3.2) have the added visual reminder of a light yellow unit type box. Air Unit Out of Supply Out of Supply Train GQG (1st turn) (2nd turn) Range (17.1.1). Box around edge indicates unit has no ZOC (5.1). MA in parenthesis indicates unit may not use Extended Movement (7.3).

Movement Allowance in a black box Turn Automatic Dyle Line Disrupted Full indicates the unit may not move until Marker Defender Fortifica- Retreat released (21.6). Disrupted tions

© 2013 GMT Games, LLC France ‘40 

Stacking Points: A value ranging from 0 to 3 that indicates how MPs: Movement Points much space the unit takes up inside a hex. OOS: Out of Supply TEC: Terrain Effects Chart Troop Quality (TQ): Units with their Defense Strength in a red TQ: Troop Quality box are Elite. Those with their Defense Strength in a white box are of Low quality. All others are normal. This rating is used for the following purposes: 3. SEQUENCE OF PLAY • For the TQ Shift on the Combat Result Table (9.5). France ‘40 is played in a series of Game Turns each representing • As a DRM on the Determined Defense Table (11.0). one day of the campaign. A Game Turn is composed of two Player • As a DRM in an Isolation Attrition die roll (18.5). Turns. Each Player Turn is subdivided into several Phases. Every • As a DRM in a Combat Zone Recovery die roll (13.3.2) Game Turn is played in the following order: Unit I.D.: The actual name or number of the unit. A. GERMAN PLAYER TURN (2.3.3) Unit Size 1. German Initial Phase II = Battalion XX = Division III = Regiment XXXX = Army The German player flips all Air units from their Used side to their X = Brigade GP = Group Ready side. (+) = with added elements, (-) = without some elements 2. German Movement Phase (2.3.4) Unit Type Summary The German player may move all, some or none of his units. German All units are either Mechanized or Non-Mechanized. This is impor- Reinforcements enter at this time (19.0). tant for determining the cost to move into each hex. 3. German Combat Phase Non-Mechanized Mechanized The German player conducts all his attacks (8.0). Infantry* Tank 4. German Recovery Phase Fortress Infantry* Motorized Infantry* The German player removes or attempts to remove Disruption Mountain Infantry* Reconnaissance markers from his units (13.3). HQ Cavalry HQ 5. German Supply Phase Fort (may not move) a. Check the supply status of all German units (18.0). *Infantry-class unit types. b. Roll for Attrition (18.5) of all German units that are: • Isolated and marked with a red Out of Supply marker (including (2.3.5) Unit Colors those just marked), and The background color of a unit’s counter denotes its nationality or • adjacent to an enemy unit. branch of service. • Beige: British • Gray: German Wehrmacht 6. GQG Phase —Sickle Cut Scenario only • Green: Belgian • Black: German Waffen SS The German player places the GQG markers currently in the GQG • Blue: French • Dark Blue: French Colonial marker Holding Box on Allied stacks containing at least one French • Orange: Dutch unit. He then rolls two dice and removes the GQG markers with • Blue with black NATO symbol: French North African those numbers (21.2.4). Any GQG markers schedule to be removed are removed at this time (21.2.6). (2.3.6) Steps Units have either 1, 2 or 3 steps. 2-step units have a front and back B. ALLIED PLAYER TURN side. Three step units are indicated with a thin stripe across the re- verse side of their counter (units on their last step are indicated with 1. Allied Initial Phase a much thicker stripe). When a 3-step unit takes a second step loss it The Allied player flips all non-Disrupted HQs from their Used side is replaced with a Remnant (10.3) of the appropriate type. to their Ready side (Sickle Cut scenario only—see 17.2.1). The Al- lied player flips all RAF units from their Used side to their Ready side (Dynamo scenario only [22.6]). 2. Allied Movement Phase 3. Allied Combat Phase Full Reduced Remnant Strength Strength 4. Allied Recovery Phase 5. Allied Supply Phase 2.4 Abbreviations NOTE: The Allied Movement, Combat, Recovery and Supply Phases The following abbreviations are used in these rules: are identical to the German like phases except switch the term Ger- CRT: Combat Result Table man with Allied. DRM: Die Roll Modifier EZOC: Enemy Zone of Control C. END PHASE GQG: Grand Quartier Général Record the completion of a Game Turn (by advancing the Game LOS: Line of Supply Turn marker one box) and proceed to the next turn. MA: Movement Allowance © 2013 GMT Games, LLC  France ‘40 4. STACKING 5. ZONES OF CONTROL 4.1 Stacking Limits 5.1 General Rule Stacking occurs when multiple units are in one hex. The stacking The six hexes immediately surrounding a hex occupied by one or limit for both sides is 7 Stacking Points. more units constitute the Zone of Control (ZOC) of those units. ZOCs extend across all hexsides except All Sea hexsides. HQs 4.2 Stacking Points and static Fort units do not have ZOCs—units without a ZOC are indicated with a line around the edge of their Stacking Point values are printed on all units and generally follow counter. these guidelines: BATTALIONS = 1 5.2 ZOCs and Movement REGIMENTS, BRIGADES, and REMNANTS = 2 DIVISIONS = 3 All units must stop upon entering an enemy Zone of Control (EZOC). It costs no additional MPs to enter an EZOC; however, units must HQs, Fort units and all markers have no stacking value and may pay two additional MPs to exit an EZOC. A unit that starts its move freely stack in a hex without limit. in an EZOC may move directly into another EZOC and stop, as long as it does not cross or enter an enemy ZOC Bond (6.0). 4.3 Stacking Exceptions (4.3.1) Divisional Stacking: Units of the same division stacked 5.3 Other Effects of ZOCs together are never valued at more than three Stacking Points. • EZOCs and Retreats: see Rules 12.2-12.4. EXAMPLE: The three units of a • EZOCs and Advance After Combat: see Rule 14.4. German Panzer division each have • EZOCs and Lines of Supply: see Rule 18.3. a stacking value of 2, but if stacked together count as only three Stack- ing Points total. The German player 6. ZOC BONDS can stack up to two Panzer divisions in a hex (6 Stacking Points). 6.1 How to form a ZOC Bond (4.3.2) Tank Support: Every stack is allowed to have one tank unit with a stacking value of 2 or less, even if it would exceed the Any unit or stack that stacking limit. A stack with two tank units that exceeds the 7 point exerts a ZOC can stacking limit is prohibited. form a ZOC Bond. When two such units DESIGN NOTE: This rule allows the British tank brigade or a (or stacks) are two French DLM remnant to stack in a hex with two Allied infantry hexes apart (with one divisions. vacant intervening hex) they create a bond between them that no enemy unit may enter or cross. Due to the pattern of a hex grid, there 4.4 Stacking Restrictions are two types of ZOC Bonds—Hex Bonds and Hexside Bonds. The stacking limit can never be exceeded except during the course of Movement, Retreat, and Advance After Combat. The stacking 6.2 Effects of ZOC Bonds: limit must be strictly observed at the completion of each Movement • Units may not enter an enemy Hex Bond or cross an enemy Phase and after an Advance After Combat. The owning player must Hexside Bond during the Movement Phase. correct all stacking violations at these times by eliminating enough • Units forced to Retreat into an enemy Hex Bond or across an units from the hex to satisfy the stacking limit. enemy Hexside Bond are eliminated. • Units may not Advance After Combat into an enemy Hex Bond

Major River Unit Enemy Enemy D Unit Unit

Unit Unit Unit Unit Unit Unit Enemy Enemy A B Unit E Unit F G H

Unit Enemy C Unit

EXAMPLES OF ZOC BONDS: Black lines indicate friendly ZOC and G still have a ZOC Bond even though it is intersected by the Bonds, red solid lines indicate enemy ZOC Bonds. Note that there enemy ZOC Bond. Note how unit H has Hexside Bonds with the is no Hexside Bond between units D and E—it has been negated; map edge and the coast. likewise the Hex Bond between units E and F. Note that units F

© 2013 GMT Games, LLC France ‘40 

or across an enemy Hexside Bond, unless they are entering the adjacent to that enemy unit. defender’s vacated hex. • Supply can never be traced into an enemy Hex Bond or across an 7.4 Movement and Rivers enemy Hexside Bond. Crossing a non-bridged Major River hexside costs Mechanized units two additional MPs (+2 MPs) and Non-Mechanized units one 6.3 Negating ZOC Bonds additional MP (+1 MP). There is no cost to cross Minor Rivers for A Hexside Bond is negated when enemy units are located on each all unit types. side of the intervening hexside (note how there is no bond between units D and E in the diagram on page 4). A Hex Bond is negated 7.5 Roads and Bridges when the intervening hex contains an enemy unit (as between units A unit that follows the path of a road may use the reduced rate of E and F in the same diagram). the road. Whenever a road enters a Town or City hex, units are as- sumed to be utilizing the road movement rate if following the path 6.4 Intersecting ZOC Bonds of the road. If both players have intersecting ZOC Bonds, then neither player BRIDGES: Whenever a road or rail line crosses a river, a bridge is may cross or enter the other’s ZOC Bond until it is negated. assumed to exist. However, all bridges on the Sickle Cut map that cross the Meuse River are considered destroyed and may not be 6.5 Hexside Bonds with the Map Edge and the Coast used for the entire length of the game. A unit can form a ZOC Hexside Bond (but not a Hex Bond) with the DESIGN NOTE: Even after pontoon bridges have been built, it is boundary of the play area. The boundary is the mask that surrounds assumed traffic jams at such sites will slow movement. the hex-grid or a non-playable water hex. EXAMPLE: Unit H in the diagram on the previous page has a ZOC 7.6 Restricted Hexes Hexside Bond with the map edge, the sea, and the non-playable hex Wooded Rough and Marsh hexes are collectively called Restricted on the coast. Hexes. Mechanized units are prohibited from entering these hexes except along roads and non-Mechanized units must stop upon enter- 6.6 ZOC Bonds and Terrain ing unless they entered the hex along a road. See also 2.2.2. Terrain has no effect on ZOC Bonds. ZOC Bonds can cross Major Rivers and pass through City hexes. 7.7 Rail Movement This type of movement is helpful in bringing Non-Mechanized units 7. MOVEMENT to the front. (7.7.1) The Allied player may move three friendly units (of any type, 7.1 The Basics including HQs) per turn by rail. The chosen units must be either (7.1.1) During a friendly Movement Phase, the player may move reinforcements or a unit with a Train marker on it from a previous all, some, or none of his units as desired. Each unit has a Movement turn. The units moved by rail may move up to 15 contiguous rail Allowance (MA) that is the number of Movement Points (MPs) it hexes. All rail hexes traversed must be 4 hexes or more from all may expend for movement. Each hex entered costs a certain num- German units. An entrained unit that finds itself within 4 hexes of ber of MPs as determined on the TEC. Movement may be made an enemy unit at the start of its move must immediately detrain. A by individual units or by stack. If units are moved as a stack, they unit may not combine rail movement with off rail movement in a move at the rate of the slowest unit in the stack. A stack may drop single Player Turn. off units as it moves, but the units dropped off may not move further (7.7.2) Train Marker Effects: A unit under a Train marker has its that Movement Phase. A unit or stack may not enter a hex occupied Defense Strength reduced to 1, receives no Terrain benefits if defend- by an enemy unit. You must complete the movement of one unit or ing by itself, has no ZOC, and may not be used as a Lead Unit in a stack before starting to move another. All unused MPs are lost, they Determined Defense. The unit’s TQ is not affected, but tank units may not be accumulated. under Train markers may not gain or deny the Armor Shift. (7.1.2) Minimum Movement: A unit that is allowed to move can always move at least one hex, even if it does not have sufficient (7.7.3) Entraining: Only non-Disrupted units in a Town or City hex MPs to do so. However, it still may not enter or cross enemy ZOC that are at least 4 hexes from the nearest enemy unit may entrain; Bonds or enter prohibited terrain. place a Train marker on each such unit that entrains. On the turn a unit entrains it may move up to two hexes to reach the Town or 7.2 Exiting the Map City hex, but it may not move by rail in the same Player Turn it entrains. It may move by rail in the following friendly Movement Units that exit the map during the Movement Phase are permanently Phase. Reinforcements may be considered already entrained and out of play (but not counted as being eliminated). A unit that is forced may enter the map using rail movement. off the map by a retreat is considered eliminated. (7.7.4) Detraining: To detrain, simply remove the Train marker at 7.3 Extended Movement the start of the Allied Movement Phase and replace it with a Dis- Units may use Extended Movement to increase their MA by 2 MPs. rupted marker. The Disrupted marker will be removed at the end Units that use Extended Movement may not move adjacent to an of the turn but serves to limit the unit’s movement to two hexes, enemy unit. A unit is allowed to start adjacent to an enemy unit and prevent it from entering an EZOC and from attacking. A unit may still use Extended Movement as long as the first hex entered is not detrain in any rail hex—it does not need to be in a Town or City. © 2013 GMT Games, LLC  France ‘40

A unit may not move by rail in the same player turn it detrains. Detraining is voluntary—a Train marker can remain on a unit if the Allied player wishes to move the unit again by train. Detraining also occurs immediately if the unit is forced to retreat in combat. A Train marker removed from one unit may be used immediately on a different unit. PLAY NOTE: See rule 19.3.3 for Strategic Rail Movement of Allied Reinforcements.

7.8 Automatic DS Defending units can suffer an Automatic Defender Shattered result during a Movement Phase when the phasing player has moved enough units adjacent to the defender’s hex to ensure 10-1 odds against it. Armor and TQ Shifts may be used but not Air or HQ Shifts (which are only allocated in the Combat Phase). At that point the EXAMPLE OF AUTOMATIC DS: At A the German player has defending unit(s) immediately suffer a DS result and survivors are re- brought up enough factors to achieve 10-1 against unit X (8-1 treated 2 or 3 hexes by the defender abiding by the Retreat guidelines odds plus CRT column shifts for TQ and Armor). The unit is (12.1.3). All units that made the 10-1 possible are marked with “Auto immediately removed from play and the units have an Auto DS DS” markers—they cannot move any further that Movement Phase marker placed on them. With that unit gone, the Panzer unit at nor take part in regular combat in the upcoming Combat Phase. The B can now move through and achieve an Auto DS against unit phasing player can move other units into and through the hex where Y (8-1 odds plus two shifts for TQ). The French unit is removed the Automatic Defender Shattered result occurred. The units marked and the German Panzer unit have an Auto DS marker placed on with Auto DS markers may, at any time in the subsequent Combat it. The units at C are now free to move into the French rear. Phase, conduct their Advance After Combat (at the appropriate DS rate), at which time the markers are removed.

EXAMPLES OF MOVEMENT: Numbers in blue circles indicate River and 2 MPs per non-road Woods hex. Unit D must pay +2 Extended Movement, numbers in yellow ovals indicate additional MPs to exit an EZOC and must stop upon entering an EZOC. Unit movement cost. Unit A must stop upon entering a Restricted Hex. E (non-Mechanized) must pay +1 MP to cross the Major River and Mechanized Units B and C must pay +2 MPs to cross the Major does not pay extra MPs for Minor Rivers and Forest.

© 2013 GMT Games, LLC France ‘40  8. COMBAT 9. COMBAT MODIFIERS 8.1 Basic Rules of Combat 9.1 Halving & Doubling Phasing units may attack adjacent enemy units in the Combat Phase. Each attacking unit can never be halved more than once and each Attacking is voluntary; no unit is forced to attack. No unit may at- defending unit can never be doubled more than once. When halving, tack or be attacked more than once per Combat Phase. All defending always halve by individual unit (not stack) and round any fractions up units in a hex must be attacked as one combined Defense Strength. to the next higher whole number. A factor of 1 that is halved always The attacker may conduct his attacks in any order and need not pre- rounds back up to 1. Units are halved for the following reasons: designate them. A unit may not attack into a hex or across a hexside • Attacking across a Major River or hexside. it is prohibited from entering or crossing in the Movement Phase. • Attacking out of a Restricted Hex or from one Restricted Hex to another (units are not halved attacking into such hexes). 8.2 Multi-Hex Combat Enemy Unit • Attacking when marked Out of Supply. • The attacker may attack only one hex No EXAMPLES: Two units with an Attack Strength of 5 would have a at a time; he may not target two hexes Enemy in a single combat. A Unit combined strength of 6 after halving [3 + 3 = 6]). A defender in a City hex defending behind a river is only doubled—not tripled or quadrupled. B C • A defending unit or stack can be 9.2 The Armor Shift attacked from up to six different Enemy adjacent hexes. A Unit D (9.2.1) Attacker Shift: Terrain permitting, the attacker gains a col- umn shift right on the CRT if he has a tank unit participating in the attack and the defender’s hex contains no tank unit. • Units in the same hex may attack A Enemy Enemy adjacent defenders in different hexes Unit Unit (9.2.2) Defender Shift: In Clear terrain (including Clear hexes with B as long as each attack is conducted Towns), the attacker suffers a column shift left if he has no tank unit separately. No participating and the defender does. • No unit may split its Attack Strength Enemy Enemy Unit A Unit (9.2.3) Where the Armor Shift is Prohibited: The Armor Shift to attack a second hex in a separate cannot be gained if the defender is in a Woods, Wooded Rough, attack. Marsh, City, or any hex containing a Fortification (16.0). Tank units Unlike some other game systems, attacking units are not required attacking across a River hexside (major or minor), a Marsh hexside to attack all adjacent defending units. or out of a Restricted Hex cannot be used to gain the Armor Shift but their presence is enough to prevent the defender getting the Armor 8.3 Combat Procedure Shift (unless the defender has Heavy Tanks). Follow these steps for each combat: (9.2.4) Allied Heavy Tanks: Allied heavy tank units are indicated STEP 1: Compare the combined Attack Strength of the participating with their Attack Strength in a yellow box. Terrain permitting, if an attacking units against the total Defense Strength of the involved Allied heavy tank unit is involved in a combat (attack or defense), defending units and express the comparison as a numerical odds the Allied player always receives the Armor Shift—regardless of ratio (attacker to defender). Round off the odds ratio downward the presence of German tank units in the combat. Allied heavy tank to conform to one of the odds ratio columns found on the Combat units must still abide by the terrain restrictions of 9.2.3. Result Table (CRT). DESIGN NOTE: The British Tank Brigade had only a few EXAMPLE: A 15 to 4 would be a 3-1. 11 to 12 would be a 1-2. Matilda IIs in the brigade, so only the front side of the British tank brigade is classified as heavy tanks. STEP 2: The attacker must declare whether he will apply Air (9.3) or HQ (9.4) Support to the combat. He also determines if he receives an Armor (9.2) or TQ (9.5) Shift. STEP 3: After taking column shifts into account, a 6-sided die is rolled, and the results are implemented. Players immediately remove any step losses (10.2), perform Retreats (12.0), and Advance After Combat (14.0). If allowed by the combat result the defender may perform a Determined Defense (11.0) to try to cancel the retreat. EXAMPLES: In the three French attacks shown above the French player would earn the Armor Shift in A and B. Neither player would 8.4 Minimum and Maximum Odds earn the Armor Shift in C. Attacks at odds less than 1-3 are not allowed. Combat at odds 10-1 or greater is considered an automatic Defender Shattered (DS). At- 9.3 Air Support tacker and defender column shifts are applied before the minimum Adding an Air unit to a combat gives the attacker a favorable and maximum restriction. shift of one column to the right on the CRT. No more than one EXAMPLES: 10-1 odds with one shift left would use the 7-1 column. Air unit may be used in each attack with the exception of Turn 1 12-1 odds with one shift left would be a 10-1. of the Sickle Cut scenario (see below). After the Air unit is used it is flipped to its Used side. All Air units are returned to their Ready

© 2013 GMT Games, LLC  France ‘40 side at the start of each friendly Player Turn. Only Air units on their of those hexsides, the defender is not doubled. Ready side may provide support. There are no terrain, range, or other restraints upon the use of an Air unit in an attack—it may be placed (9.6.2) Major Rivers: All units are halved attacking across a Major anywhere on the map. River hexside, and this combat effect is cumulative with 9.6.1. SPECIAL: On Turn 1 of the Sickle Cut scenario, the German player (9.6.3) Marsh Hexsides: Treat Marsh hexsides the same as Major may use up to three Air units in a single combat (which would shift Rivers. Marsh terrain around a Minor River upgrades the hexside the odds three columns), on all following turns the maximum is 1. to a Major River hexside.

9.4 Allied HQ Support 9.7 Restricted Hexes in Combat Only the Allied player has HQs. Each HQ may be used once per Units are halved attacking out of a Restricted Hex or from one Allied Combat Phase to provide one shift right on the CRT; see Restricted Hex to another. Units are not halved attacking into such 17.1.1 for full details. hexes. Also see 9.6.1 on how the defender can be doubled.

9.5 The Troop Quality (TQ) Shift 9.8 Miscellaneous Modifiers In each combat compare the best TQ rating in the attacker’s force, • See TEC against the best TQ rating in the defending stack. If the attacker has • Defender Disrupted (13.1) the better rating, then the attacker receives a favorable shift of one • Attacker is Out of Supply (18.4) column right on the CRT. If the defender has the better TQ rating, then the attacker suffers a column shift left. Award two shifts if one side has one or more Elite units and the other side has only Low 10. COMBAT RESULTS TQ units. 10.1 Explanation of Combat Results The words “attacker” and “defender” refer only to the units partici- pating in the combat in question—not to the strategic situation. Retreats: Most results call for the defender to Retreat. When a Re- treat occurs the defender Retreats 2 or 3 hexes (his choice) following the restrictions and guidelines set forth in 12.0. In some situations EXAMPLES: In the three German attacks above the German player the defender need only retreat 1 hex (12.4). would receive one shift for TQ in A (Elite vs. Regular), two shifts DS = DEFENDER SHATTERED: Each unit in the defender’s stack for TQ in B (Elite vs. Low), and no shifts in C. loses one step. Surviving defenders must Retreat and are marked in Full Retreat—no Determined Defense (11.0) is possible. The 9.6 River and Marsh Hexsides attacker receives a Breakthrough Advance (14.2). (9.6.1) Defender Doubled: The defender is doubled if all participat- DRM = Defender Retreat Mandatory. The defender must Retreat ing attacking units are attacking across a River hexside (major or and becomes Disrupted—no Determined Defense possible. The minor), a Marsh hexside, out of a Restricted Hex, or any combination attacker receives a Bonus Advance (14.2). of those three. If just one attacking unit is not attacking across one D1 = The defender loses one step. Surviving defenders must either Retreat and become Disrupted or conduct a Determined Defense. If the defender Retreats, the attacker receives a Bonus Advance. DR = The defender must either Retreat and become Disrupted or conduct a Determined Defense. If the defender Retreats, the attacker may Advance After Combat at the normal rate. A1/D1 = Each side loses 1 step. Surviving defenders must either Retreat and become Disrupted or conduct a Determined Defense. If the defender Retreats, the attacker may Advance After Combat at the normal rate. DRX = Each side loses 1 step—the unit selected is determined by the opposing player. The defender must either Retreat and become Disrupted or conduct a Determined Defense. If the defender retreats, the attacker may Advance After Combat at the normal rate. EX = Exchange: Each side loses 1 step—the unit selected is deter- EXAMPLES: Units A, B and C attack unit X. Units A and B are mined by the opposing player. No retreat for the defender. If the halved for attacking across a Major River hexside, while the units defender had only 1 step involved, then the attacker may enter the in hex C attack at full strength. Unit X is doubled because all attack- vacated hex and stop (a normal Advance is not permitted). ing units are attacking across river hexsides. Odds are 14 to 14 + a TQ Shift = 2-1. Next, units D, E and F attack unit Y. Units D and E A1/DR = The attacker loses 1 step. The defender must either Re- are halved attacking across a Major River hexside. Unit Y is NOT treat and become Disrupted or conduct a Determined Defense. If doubled because stack F is not attacking across a river hexside. the defender Retreats, the attacker may Advance After Combat at Odds are 14 to 7 + Armor Shift + TQ Shift = 4-1. the normal rate.

© 2013 GMT Games, LLC France ‘40 

A1 = The attacker loses 1 step. No Retreat or Advance. allows the unit or stack to ignore the Retreat, the Disruption, and D1*, A1/D1*, and DRX* = Same as D1, A1/D1 and DRX re- the attacker’s advance is cancelled. If there are two or more surviv- spectively (including the Advance After Combat rate) except no ing units in the defending stack, the defender picks one as the Lead Determined Defense is possible. Unit. If there is only one unit, then that unit must be the Lead Unit. The Lead Unit determines any DRMs and will be the unit to suffer 10.2 Selecting Step Losses the step loss if one is called for. The owning player selects the unit that will take the step loss un- (11.1.2) Ineligible Units: Disrupted units, entrained units, and HQs less he is mandated to take a step loss from his Lead Unit during a may not be the Lead Unit in a Determined Defense. Determined Defense (11.0), or if an EX or DRX was rolled. When (11.1.3) Determine Column to Use: The terrain of the defender’s an EX or DRX result is rolled the opposing player selects the step hex determines the column to use on the table unless the hex contains loss. Whether the owning or opposing player selects the step loss, a static Fort unit and the defender uses that unit as his Lead Unit. both must abide by the following two restrictions: Using the Fort unit allows the defender to use the City/Fort column. • Infantry Remnants may not be selected for a step loss unless there Use the “Clear” column for units in Clear hexes without Towns. Use are no other units remaining. This restriction does not apply to the “Other” column for all other hexes, including Towns, Fortified the defender in a DS result when all defending units lose 1 step. Hexes, Woods, Marsh and Polder. • Within a German Panzer or Motorized division, a full strength (11.1.4) Summary of Die Roll Modifiers: unit must be selected over a reduced unit. +1 Lead Unit’s TQ is Elite –1 Lead Unit’s TQ is Low –1 French Collapse (11.1.5) +1 Defensive Air Support (11.1.6) All modifiers are cumulative.

(11.1.5) French Collapse: The Allied player suffers a –1 to his De- termined Defense die roll if the Lead Unit is French and the unit is Out of Supply at the moment of the Determined Defense. Determine EXAMPLES: When selecting a step loss in the four examples above, supply at the moment of the die roll and disregard the presence or the units marked with a red “No” cannot be selected. All other absence of an Out of Supply marker on the unit. units in each group may. At A, the full strength motorized infantry (11.1.6) Defensive Air Support: The Determined Defense die unit protects the two reduced units within the division. In B, the full roll can be modified by Air Support which must be declared be- strength unit in the Motorized division protects its reduced unit, but fore the Determined Defense die is rolled. Only Air units on their does not protect any of the units in the Panzer division. In C, only ready side may be used. No more than one Air unit may be used the Remnant is protected. In D, note that the tank Remnant is not in each Determined Defense, so the maximum modifier is +1 for protected—only infantry Remnants are protected. Air Support. After using the Air unit, it must be flipped over. Due to German air superiority, Allied HQs may not be used to provide 10.3 Indicating Step Losses and Remnants this +1 modifier. Flipping a unit over indicates the unit has suffered a step loss. If it is a 1-step unit, or a 2-step unit that is already flipped, then it is 11.2 Explanation of Results eliminated. Any 3-step unit on its reduced side forms a Remnant – = The Determined Defense fails, the Retreat and Advance After when it takes its second step loss. Remove the division from the map Combat are not cancelled. However, if this is a “critical” hex the and replace it with a Remnant of the appropriate type. All French defender may conduct a Desperation Defense (11.3). infantry-class units (Infantry, Mountain, Motorized, Colonial and North African) use the 1-2-3 infantry Remnant. The Remnant unit • = The Determined Defense is successful—the Retreat is cancelled. must abide by any Retreats of the CRT result. If there is no Remnant –1 = Defender’s Lead Unit loses one step. unit available when a division takes a second step loss, then none is 1/1 = Defender’s Lead Unit takes a step loss and any one attacking created (the step is forfeited). unit takes a step loss. The attacker selects his own step loss. PROPERTIES: Remnants have a stacking value of 2 and function SINGLE STEP DEFENDERS: If the defender had only one step, and like any other unit. See also 10.2, 1st bullet. that step was lost in a successful Determined Defense, the attacker may advance into the defender’s vacated hex (only) and stop.

11. DETERMINED DEFENSE 11.3 Desperation Defense of Critical Hexes A Determined Defense represents a hold-at-all-cost order. (11.3.1) Purpose: A Desperation Defense allows the defender to use the Determined Defense table multiple times after he has failed his 11.1 In General first Determined Defense. The cost to the defender for the Despera- (11.1.1) The defender may attempt to cancel the retreat portion of a tion Defense is one step loss from any unit in the hex (his choice) DR, A1/D1, D1, DRX and A1/DR CRT result by using the Deter- for each attempt. The defender can continue to do a Desperation mined Defense Table provided at least one step survived the combat. Defense (paying the extra step loss for each attempt) until he suc- A Determined Defense is not allowed on a DS, DRM or a result with ceeds or all defending units have been eliminated. an asterisk (*). Step losses from the CRT are implemented before (11.3.2) Critical Hexes: A Desperation Defense is only allowed if resolving the Determined Defense. A successful result on this table all defending units in the hex face elimination if forced to retreat. © 2013 GMT Games, LLC 10 France ‘40

(11.3.3) Procedure: The step removed to conduct the Desperation hexes away. This rule can only be violated to avoid elimination. Defense is removed before the Lead Unit is selected (hence, the 2. If possible, the first hex of the retreat should be clear of EZOCs. defender must have two steps to start with). A Desperation Defense Friendly units that have not retreated in the current combat negate is resolved in the same way as a regular Determined Defense. EZOCs in the hex they occupy for purposes of this restriction. EXAMPLE: A defending stack without a retreat route suffers a D1 3. If possible, retreat to a hex that can trace a LOS (18.3). result. The defender first removes a step for the D1 and then selects 4. If possible, avoid ending the retreat in a hex that contains friendly a Lead Unit for the Determined Defense. The attempt fails. He then units that are adjacent to enemy units. declares he is making a Desperation Defense and removes a step 5. If possible, avoid ending the retreat in violation of stacking for the opportunity to use the Determined Defense Table again. The restrictions (see 12.1.4 for more details). second attempt also fails, so he removes yet another step and tries again. The third attempt is successful but the result is a •–1, which 6. Retreat to any hex that does not cause elimination (12.2). reduces the Lead Unit by one step. The defender lost a total of four (12.1.4) Over-Stacking: If there is no other hex to retreat to, then steps (one for the D1, two for the two Desperation Defense attempts, units may end their retreat in violation of stacking restrictions. and one for the • –1 result). However, the overstacking must be corrected before the end of the (11.3.4) Restrictions: Only units that are allowed to do a Determined owning player’s next Movement Phase when all units in excess Defense can do a Desperation Defense. Units that suffer a DS, DRM, of the limit must be eliminated (4.4). See 12.6 if the overstacked or a result with an asterisk (*) may not do a Desperation Defense. hex is attacked again. If the hex is the target of an Overrun (15.0) then all units in excess of the stacking limit (defender’s choice) contribute no Defense Strength but must still retreat if the Overrun 12. RETREATS is successful. (12.1.5) Attacker Retreats: The attacker never retreats unless he 12.1 Retreat Procedure has conducted a successful Disengagement (20.4). (12.1.1) The Basics: Retreat results are generated from the CRT and the Overrun Table (15.3). The defender retreats his own units 12.2 Elimination Due to a Retreat in CRT results; the attacker retreats defending units on successful Units are eliminated if they retreat: Overrun results. When the defender retreats his own units, he is allowed to retreat them between 2 or 3 hexes (his choice). Any • off the map or into a hex occupied by an enemy unit. unit that retreats becomes Disrupted (13.0). A retreat can stop after • across or into an enemy ZOC Bond. one hex in some situations (12.4). • into a vacant hex in an EZOC other than the first hex of their retreat. (12.1.2) Stacks: A stack of retreating units may split up and retreat • into a hex or across a hexside they are prohibited from entering to different hexes. Units can retreat through friendly units without or crossing in the Movement Phase. disturbing the non-retreating units. Important: Units facing elimination if they retreat are eligible for (12.1.3) Retreat Direction Guidelines: All retreats must follow Desperation Defense (11.3). these guidelines. The guidelines are listed in order of priority (#1 takes priority over #2, etc.): 12.3 Retreating into an Enemy Zone of Control 1. If possible, a unit retreated 2 hexes must end 2 hexes away from Units are eliminated if they retreat into an EZOC after the first hex the battle hex and if retreated 3 hexes it must end the retreat 3 of their retreat. Friendly units that have not retreated in the current combat negate EZOCs in the hex they occupy for purposes of other friendly units retreating.

12.4 One Hex Retreats A retreat can end after one hex if the following conditions are met: • The units retreat into a City or a friendly Fortified hex. • The units do not end their retreat in an EZOC unless a friendly non-Disrupted unit is already in that hex. 12.5 Elimination has No Effect on Advance If the defender is eliminated by the combat result or eliminated during his retreat, the attacker still receives his full Advance After Combat. EXAMPLES OF RETREAT: Both units A and B must retreat two hexes. They cannot retreat across an enemy ZOC Bond nor enter 12.6 Combat Against Previously Retreated Units an EZOC after their first hex. Unit A has only one retreat path—into If a unit or stack is retreated into a friendly occupied hex and that the hex containing unit “c”. This is allowed since unit “c” cancels hex undergoes an attack (not Overrun) in the same Combat Phase, EZOCs in the hex it occupies for purposes of retreats. In the case of the retreated units do not add their Defense Strength to the combat, unit B, retreating into a vacant hex must take priority over retreating may not be selected to satisfy a step loss from the CRT, may not into the hexes containing unit’s “d” and “e” since those two units be used in a Determined Defense and if required to retreat again are adjacent to enemy units. are eliminated. © 2013 GMT Games, LLC France ‘40 11 13. DISRUPTION AND RECOVERY 14. ADVANCE AFTER COMBAT 13.1 Disruption 14.1 The Basics Any unit that retreats becomes Disrupted—place a If the defender is eliminated or retreats, then all the units that par- Disrupted marker on the unit or stack. If a unit is Dis- ticipated in the attack may Advance After Combat. Advance After rupted again it goes into Full Retreat (13.2). Disrupted Combat expends no MPs, you just count the hexes. Stacking limits units are penalized in the following ways: must be observed at the end of each advance. • MOVEMENT: They may move a maximum of two hexes and may not enter an EZOC. If they start their move in an EZOC, they 14.2 Advance Rate must move away, if possible. If not possible, they may remain in The basic Advance After Combat rate is determined by the CRT their hex or move to another hex in an EZOC. result as listed below: • COMBAT: They may not attack or be the Lead Unit in a • Normal Advance: Reconnaissance and German tank units may Determined Defense (11.1). Disrupted units have their Defense advance 3 hexes, all other units may advance 2 hexes. Strength halved (total all Disrupted units before halving and then • Bonus Advance: The advance rate of Non-Mechanized infantry round factors up, so 1 factor always rounds back up to 1). class units remains at 2 hexes; but the rate of all other unit types ABILITIES: Disrupted units retain their TQ, ZOC and Armor Shift goes up by 1 hex (cavalry, mot. inf, and Allied tank = 3 hexes, abilities. Other units may enter or pass through friendly Disrupted reconnaissance and German tank = 4 hexes. units without becoming Disrupted. • Breakthrough Advance: All Mechanized units may advance 4 hexes. Non-Mechanized infantry class remains at 2 hexes, cavalry 13.2 Full Retreat remains at 3 hexes. (13.2.1) Full Retreat is a form of Disruption that allows Limited Advance: If all defending units are eliminated in an EX units to move their full MA. Units in Full Retreat suf- result or a successful Determined Defense, then the attacking units fer all the penalties of Disruption with the following may only advance into the defender’s vacated hex and stop. exceptions: • They may ignore the 2-hex movement restriction and move their 14.3 Advance in Any Direction full MA (including Extended Movement). Units may advance in any direction and are not required to enter the • They have a Defense Strength of 0. If stacked with other units defender’s vacated hex. However, entering the defender’s vacated they contribute nothing to the defense (TQ, Armor or Defense hex allows advancing units to ignore EZOCs (see 14.4.2). Strength). If not stacked with other units they must immediately Retreat 2 hexes if an enemy unit moves or advances adjacent to it. Follow all retreat guidelines of 12.1.3. 14.4 Advance and Enemy ZOCs • They take longer to recover (13.3.1). (14.4.1) Enemy ZOC Bonds: These may never be entered or crossed during an Advance After Combat except when entering the (13.2.2) Voluntary Full Retreat: During a friendly Movement Phase defender’s vacated hex. (except Turn 1 of the Sickle Cut scenario), a player may replace any number of Disrupted or GQG markers on his units with Full Retreat (14.4.2) EZOCs: Follow these three important cases regarding markers in order to move those units their full MA. The German EZOCs and advancing: player may not replace Halt! markers with Full Retreat markers. • CASE 1: Units that do not enter the defender’s vacated hex must stop their advance upon entering any EZOC. (13.2.3) Involuntary Full Retreat: Units are involuntarily put into • CASE 2: Advancing from one EZOC directly into another EZOC Full Retreat for the following reasons: of the same enemy unit is only allowed in the first hex of a unit’s • They suffer a DS result. advance. • They are forced to retreat again while already Disrupted.

13.3 The Recovery Phase (13.3.1) Removing Disrupted Markers: During the phasing player’s Recovery Phase all friendly Disrupted units that are not adjacent to an enemy unit automatically recover one level—Disrupted markers are removed and markers on their Full Retreat side are flipped to their Disrupted side. (13.3.2) Combat Zone Recovery: If a Disrupted unit is adjacent to an enemy unit (remember, a unit must move away if possible), then the unit must make a Recovery Die Roll. On a modified die roll of 4-6 the unit recovers. On a modified die roll of 1-3 it remains Disrupted. The die roll is modified by the unit’s TQ: +1 for Elite TQ units –1 for Low TQ units EXAMPLE: The black arrows indicate legal advance paths, the dashed red arrows show illegal paths. Units that enter the defender’s vacated hex do not have to stop when they enter an EZOC.

© 2013 GMT Games, LLC 12 France ‘40

(15.2.2) Road Congestion: Units may not conduct an Overrun from a hex containing other friendly units that have already advanced or have yet to advance. (15.2.3) Restrictions: Only units that enter the defender’s vacated hex may Overrun. Overruns are prohibited across any terrain or into any hex that the units could not normally advance across or

MORE EXAMPLES OF ADVANCE AFTER COMBAT: Attacks at A and B both resulted in the elimination of the defending unit and an advance of 4 hexes. Arrows indicate possible advance paths and green arrows are shown as a reminder that units can advance in any direction. Note that advancing from one EXAMPLES OF OVERRUN: In both A and B the result is a DS EZOC directly into another EZOC is of the same enemy unit which allows the attacker to advance 4 hexes. Stack A could prohibited in the cases marked “No.” At X the advancing unit conduct up to three Overruns during its advance. If stack B has to stop since it did not enter the defender’s vacated hex Overruns into hex Z and does not advanced into the hex, it can and entered an EZOC. only advance 3 hexes (an Overrun cost 1 hex of an advance whether the stack advances or not). • CASE 3: Units that enter the defender’s vacated hex may ignore EZOCs throughout their advance as long as Case 2 is observed. This rule allows units to bounce off enemy units—see example above.

14.5 Terrain and Advance • No unit may advance into a hex or across a hexside that is prohibited to it in normal movement. • Units may only cross a Major River hexside during the first hex of their advance and must stop after crossing even if a bridge is present. • Advancing units must stop if they enter a Restricted Hex. NO EFFECT: Minor Rivers, Woods, Cities and Towns, have no effect on an Advance After Combat. MORE EXAMPLES OF OVERRUNS: The German units in hexes A and B have just forced the retreat of unit Y and can now advance. All German non-Panzer units may advance 2 hexes, 15. OVERRUNS the panzer brigade can advance 3 hexes. A) Stack A tries to Overrun unit W at 12-2 odds = 6-1. A die roll 15.1 Purpose of 4 results in success—unit W is retreated 2 hexes, becomes Overruns allow units that are advancing after combat to push weak Disrupted and stack A may enter the hex. defending units out of the way. B) Stack B advances one hex and Overruns unit X at 12 to 1 DESIGN NOTE: This rule is to discourage players using weak units odds (the Overrun costs stack B one hex of its advance). The to block Advance After Combat. Overrun is automatically successful and the French tank bat- talion is retreated 2 hexes and becomes Disrupted. The German 15.2 Procedure stack advances into the vacated hex. The two motorized units have now advanced their limit (2 hexes), but the Panzer brigade (15.2.1) Overruns may only be conducted during Advance After can advance a third hex so performs another Overrun against Combat with no more than one stack, and the units must have started unit Y (the unit that was retreated in the original attack). The their Advance After Combat stacked together. An Overrun attempt odds are 8-2 = 4-1 (note that Disrupted units have their Defense costs the advancing units one hex of their advance. If there was more Strength halved). Three shifts for Armor and TQ bring it to a than one attacking stack then each stack may conduct Overruns. Fin- 7-1. A die roll of 5 results in success and forces unit Z to retreat ish advancing one stack before advancing another. Other advancing again (pushing it into Full Retreat) and the Panzer brigade can units may attempt to Overrun the same defending hex. Overruns can finish its advance into the hex. target the units that retreated in the regular combat. © 2013 GMT Games, LLC France ‘40 13 into (this includes Major Rivers). Units that advance across a Major 16.2 Fortified Hexes River hexside must stop, so may NOT conduct an Overrun after Allied units defending in a Fortified Hex (including Fort units) crossing. receive the following benefits: (15.2.4) Multiple Overruns: A stack that successfully Overruns • The attacker suffers a column shift left (1L) on the CRT. can Overrun again if it has hexes remaining in its advance. Its con- • The attacker may not gain the Armor Shift (9.2). ceivable that a stack with an Advance After Combat rate of 4 hexes • Use the “Other” column when conducting a Determined Defense. could Overrun three times. Exception: If a Fort unit is the Lead Unit, then use the Fort/City column. 15.3 The Overrun Table Allied units receive these benefits even after the Fort unit (if one (15.3.1) Procedure: To determine if the Overrun is successful, was present) has been eliminated. German units never benefit from calculate the odds as you would in a normal combat, except Air and Allied Fortified Hexes. HQ Shifts are not allowed; then roll one die and consult the Over- run Table. Overruns where the final odds are less than 4-1 are not 16.3 Maginot Line Hexsides allowed. Overruns at odds 10-1 or greater are automatically success- German units attacking across a Maginot Line hexside have their At- ful. Note that, with the exception of Air and HQ Shifts, all Combat tack Strength halved. Maginot Line hexsides are ignored (considered Modifiers apply (including Terrain, TQ and Armor Shifts). destroyed) when the Fort unit in the hex is eliminated. (15.3.2) Failed Overruns: If the result is “–” then the Overrun fails and the units must stop and end their advance. 17. ALLIED HQS (15.3.3) Combat Result: If the result is [3-1], [4-1], etc., then the attacker immediately rolls on the CRT using the indicated odds 17.1 Properties column—no column shifts are allowed for either side. Losses are (17.1.1) Combat Benefit: Each HQ may be used once applied normally. If a retreat is called for then the defender may per Turn to provide one shift right on the CRT in an at- conduct a Determined Defense in the usual way. If the defender tack. Flip it to its Used side once it has provided this retreats, the attacker may enter the defender’s vacated hex and stop, benefit. It may not be used again until it is flipped back or stop in the hex it attacked from—either way, no further advance to its Ready side in the Allied Initial Phase. No more than one HQ is allowed. If the defender does not retreat, then the attacker must Shift may be used in each combat—two HQs may not be used to stop in the hex it attacked from. provide two shifts in a single battle. The HQ must be within 7 hexes (15.3.4) Successful Overruns: If the result is “Yes” then the de- of at least one Allied unit participating in the attack (and that one fending units are retreated two hexes by the defender abiding by unit must be the same nationality as the HQ). The path can traverse all rules of Retreat including becoming Disrupted. The defender any type of terrain and pass through enemy units and EZOCs. may not conduct a Determined Defense. The attacker in a success- DESIGN NOTE: Besides reflecting the French superiority in ar- ful Overrun may continue its advance. Units may continue their tillery, these HQs are also representing the air assets that were advance from the hex they conducted the Overrun from, or enter assigned to each Allied Army (and the inflexibility of transferring the defender’s vacated hex at no cost (for free) and continue the these air assets to other armies). advance from there. (17.1.2) Movement: To move an HQ more than two hexes it must 15.4 Overruns Against Previously Retreated Units be flipped to its “Used” side. Allied HQs are considered Mecha- nized units and may only use Extended Movement when on their Unlike retreats from Combat (12.6), units are not eliminated if forced Used side. to retreat again from an Overrun. Any unit that retreats a second time goes into Full Retreat (13.2.3). Once in Full Retreat it may never be (17.1.3) Combat Situations: Allied HQ units have no Attack or attacked and is only eliminated if it has no retreat path. Defense Strength and when alone in a hex they do not stop or slow enemy movement in any way. If an enemy unit moves adjacent (including when advancing after combat) to an HQ that is alone in 16. FORTIFICATIONS a hex the HQ is immediately flipped to its Used side (if not already), 16.1 Fort Units (or Forts) retreated two hexes by the Allied player and becomes Disrupted. If already Disrupted, it goes into Full Retreat. If the HQ cannot retreat Fort units have the following effects: two hexes it is eliminated. The enemy unit that displaced the HQ • They are considered normal units with an MA of 0. may continue moving. An HQ cannot be used as the Lead Unit in They are eliminated if forced to retreat. They may a Determined Defense. be selected for a step loss by the German player on an EX or DRX result and may be selected for a step loss by the 17.2 Allied HQs and Supply Allied player whenever a step loss is required. (17.2.1) During the Allied Initial Phase in the Sickle Cut scenario, • If a Fort unit is the Lead Unit in a Determined Defense then the all eligible Allied HQs on their Used side may be flipped to their Allied player may use the City/Fort column of the Determined Ready side. Only Allied HQs that are not Disrupted and are able to Defense Table. trace a LOS to a W, S, SE or E Entry Hex may be flipped. HQs may • Fort units always receive the benefits (1L) of the Fortified Hex not use an N or X Entry Hex for flipping. underneath (16.2). DESIGN NOTE: This represents the lack of munitions depots be- • Isolated Allied units that can trace a LOS to a Fort unit receive tween and the coast. Historically, the Allies trapped in Picardy the +2 DRM to their Isolation Attrition die roll (18.5). suffered supply shortages after the Germans reached Abbeville. © 2013 GMT Games, LLC 14 France ‘40

(17.2.2) Attrition: Allied HQs never roll for Isolation Attrition. adjacent to the City hex (assume the city is garrisoned by friendly Instead they are immediately eliminated in any Allied Supply Phase units not represented by a counter). All City hexes are controlled if they cannot trace a LOS to another Allied non-HQ unit (in sup- (friendly) to the Allied player unless a German unit occupies it or ply or not). In other words, once all non-HQ units are gone, they was the last to pass through the City hex. Indicate German controlled are removed. Cities with a German control marker. PLAY NOTE: All other vacant hexes free of ZOCs are friendly to 18. SUPPLY AND ISOLATION both players when tracing a Line of Supply. 18.4 Out of Supply Penalties 18.1 The Supply Phase A unit bearing an Out of Supply marker suffers the following Units are checked for supply during the own- penalties: ing player’s Supply Phase. Units able to trace a Line of Supply (LOS) to a Supply Source • COMBAT: The unit’s Attack Strength is halved. Fractions are (18.2) are ‘In Supply.’ If any unit or stack rounded up so 1 halved is still 1. cannot trace a LOS, it receives an Out of Supply marker. If the unit • MOVEMENT: The unit may move a maximum of two hexes. was already marked Out of Supply from the previous turn, and still (The restriction applies to hexes and not its MA.) cannot trace a LOS, flip the Out of Supply marker over to its red EXAMPLE: An Out of Supply Mechanized unit could move through side. If any friendly unit or stack bearing an Out of Supply marker two Clear hexes (2 MPs) or two Woods hexes (4 MPs). can now trace a LOS, the marker is removed. ABILITIES: Out of Supply units retain their full Defense Strength, 18.2 Supply Sources ZOCs, TQ and Armor effects. Supply is available at certain map edge hexsides; see each scenario for a listing of the Supply Sources available in the scenario. 18.5 Isolation Attrition SPECIAL: Any Allied unit that can trace to three friendly controlled (18.5.1) All units with a red Out of Supply marker roll for Isolation City hexes is also considered to be in supply. Attrition except the following units: • HQ units (17.2.2) See the Dynamo Scenario instructions for the Supply Sources for • Units that are not adjacent to an enemy unit. that scenario. (18.5.2) Procedure: Roll one die for each applicable unit. If the 18.3 Line Of Supply modified die roll is 1-4 the unit is reduced one step. A modified (18.3.1) Definition: A Line of Supply (LOS) is a path of contigu- result of 5 or 6 has no effect. A unit can lose its last remaining step ous hexes traced from a unit to a Supply Source. The path can be due to Isolation Attrition. of any length, but it may not go off road more than 8 hexes. No part (18.5.3) Die Roll Modifiers: of the path may: +2 if the unit can trace a LOS (of any length) to a friendly Fort unit • cross an all-Sea hexside, or a friendly controlled City hex (these are not cumulative). • enter a Restricted Hex unless it is occupied by a friendly unit, +1 if the unit does not qualify for the +2 above, but can trace a • enter an enemy occupied hex, LOS of any length to a friendly controlled HQ or Town hex. • enter a vacant hex in an EZOC (a LOS may enter an EZOC if the +1 the unit’s TQ is Elite hex is occupied by a friendly unit), or –1 the unit’s TQ is Low. • enter an enemy controlled City hex or a vacant hex adjacent to EXAMPLE: A German Elite unit (+1) that can trace a LOS to a an enemy controlled City hex (18.3.2). friendly controlled City hex (+2) would modify its Attrition roll by (18.3.2) City Hexes and Supply Paths: An unoccupied City hex +3 and so would only lose a step on a die roll of 1. blocks an enemy LOS through the city hex plus all vacant hexes 18.6 Fort Units and Attrition Fort units are exempt from Isolation Attrition as long as they are stacked with or adjacent to a non-Fort friendly unit. Once this is no longer applicable, then the Fort unit must roll for Attrition. Forts automatically qualify for the +2 for being able to trace a LOS to a Fort (i.e. to themselves).

19. REINFORCEMENTS 19.1 The Basics Reinforcements enter play during the Movement Phase through Entry Hexes by paying the terrain cost of the first hex entered. They may use their full MA on the turn of arrival. Reinforcements may EXAMPLE OF LINE OF SUPPLY: Units A, B and C can trace a enter the map by moving into an enemy ZOC but must stop and move LOS to a Supply Source. Unit D cannot. Enemy ZOCs block LOS no farther. If entry is impossible due to the presence of enemy units except in hexes containing friendly units. © 2013 GMT Games, LLC France ‘40 15 or ZOC Bonds, then the unit’s arrival is delayed until the following 20. SPECIAL RULES COMMON TO ALL turn. This can be repeated indefinitely until the unit can arrive. SCENARIOS 19.2 Allied Reinforcements (Sickle Cut scenario only) 20.1 Allied Cooperation (19.2.1) Random Entry: All Allied reinforcements, except those listed in 19.2.4, are placed in an opaque cup at the start of the game French, British and Belgian units may stack and defend together but and are drawn randomly. Starting on Turn 2, the Allied player draws may not participate together in the same attack. units from the cup for his reinforcements. The number of units drawn is printed on the Turn Record Track. 20.2 Rommel and Montgomery These two generals, who would later rise to high command, took (19.2.2) Arrival Location: Allied reinforcements arrive at one of part in this campaign as division commanders. Rommel commanded five areas (W, N, S, E or SE) as indicated on their counter. They may the 7th Panzer Division and was extremely energetic in leading his be placed at any of the Entry Hexes with that code. No more than division—often by accompanying the lead tank units. Montgomery one unit may be placed on each Entry Hex per turn. commanded the 3rd British Division and ably led his division in the (19.2.3) Strategic Rail Movement: Allied reinforcements that are retreat to Dunkirk. scheduled to arrive at W, S, SE or E may have their arrival delayed Rommel: Rommel is considered to be with the Panzer brigade of one turn to arrive at any Entry Hex on the West or South map edge the 7th Panzer Division at all times. If this unit is attacking, par- (not North or East). ticipating in an Overrun or conducting a Determined Defense, the (19.2.4) Scheduled Reinforcements: The following units do not German player is allowed one re-roll. When the Panzer brigade is arrive randomly: eliminated Rommel is no longer available. • The 1st NA and the 43rd Division. They arrive on Turn 1 at the S Montgomery: If this unit is the Lead Unit in a Determined Defense, Entry Hexes listed on the map. They may use Rail Movement. the Allied player is allowed one re-roll. • The four French reconnaissance units listed on Turns 7-10. Restrictions on re-rolls: If a re-roll is used, it must be taken—the • The 4th DCR arrives on Turn 4 at any S Entry Hex. player cannot choose between the two die rolls. Each type of re-roll (combat, Overrun or Determined Defense) is allowed once per turn. 19.3 German Reinforcements Rommel may use all three types in each turn. (19.3.1) Arrival Location: German reinforcements arrive at one of 20.3 Reconnaissance Units four areas (A, B, C, D) as indicated on their counter. They may be placed at any Entry Hex with that code. No more than one division Reconnaissance units alone in a hex and attacked ignore the step may be placed on each Entry Hex per turn. A German Mechanized loss requirement (but not the Retreat portion) on a D1, D1* or DS division consisting of 2 or 3 units counts as one division. result. EX, DRX, and A1/D1 results are applied normally. (19.3.2) North Edge Entry: The “A” Entry Hexes along the north 20.4 Disengagement (Optional) map edge become available for German “A” reinforcements on the (20.4.1) During the Combat Phase an attacking unit can do a special turn indicated in the hex. Before that time those Entry Hexes may type of attack called a Disengagement Attempt. If successful, the not be used. unit may be retreated one or two hexes in any direction, following all rules of Retreat with the following two exceptions: 19.4 Entry Hexes • It may not enter an EZOC (hexes occupied by non-retreating (19.4.1) In General: Entry Hexes are not playable. Reinforcements friendly units negate EZOCs in the hex they occupy). may not remain in those hexes or attack from them. Reinforcements are placed in the Entry Hex and must move onto the map during • It may end its retreat out of supply. that Movement Phase or are returned to the Reinforcement Display (20.4.2) Procedure: Any non-Disrupted unit that does not attack in to enter the following turn. Units that move or retreat into an Entry the Combat Phase can attempt Disengagement. Disengagement can Hex are out of play for the rest of the game—but are not considered be resolved at any time in the friendly Combat Phase (before or after eliminated. any number of combats). To resolve the attempt, roll one 6-sided for each unit (19.4.2) Closing an Entry Hex: If one or more enemy units exit the die and consult the Disengagement Table. Odds and map through an Entry Hex then that Entry Hex is closed for the re- shifts are ignored. There are only three modifiers: mainder of the game—no reinforcements may enter the map through +1 the unit’s TQ is Elite that Entry Hex. Keep the enemy unit on the Entry Hex to indicate –1 the unit’s TQ is Low that the Entry Hex is closed. Once all Entry Hexes in a particular +1 the unit is tank or reconnaissance entry area are closed, all further reinforcements scheduled to arrive (20.4.3) Results: If the modified die roll is 1, the unit loses a step are forfeited or must use Strategic Rail Movement (19.2.3). and does not retreat. A “-” result is also a failure, but no step is lost. (19.4.3) Insufficient Entry Hexes: If there are not enough Entry A “Yes” result allows the unit to retreat one or two hexes in any Hexes to accommodate all the reinforcements, then those that can’t direction. If the unit retreats it becomes Disrupted, but recovers be placed are returned to the Reinforcement Display (or placed on normally in the upcoming Recovery Phase. the Turn Record Track) to arrive in the next turn. PLAY NOTE: This rule is helpful for units attempting to escape a closing pocket—they can try to retreat forward or out of the pocket. It can also be used by advancing units to wiggle by enemy units.

© 2013 GMT Games, LLC 16 France ‘40

20.5 Reserves (Optional) (21.2.2) Abilities: Units under a GQG marker may enter an EZOC, Any unit that uses no more than 2 MPs in the Movement Phase retain their ZOC, TQ and Armor abilities, defend at full strength, may be placed in Reserve. Place a Reserve marker on the unit to and can be the Lead Unit in a Determined Defense. indicate this. A unit that starts the Movement Phase in an EZOC (21.2.3) Units Exempt: Allied HQ units and the 4th DCR com- may be placed in Reserve, however, it will not be able to move since manded by Charles de Gaulle are immune to GQG markers and exiting an EZOC cost +2 MPs. A unit in Reserve cannot attack but may freely exit and pass through hexes containing the markers can Advance After Combat in the subsequent Combat Phase as if without effect. De Gaulle’s DCR is marked with a French flag for it achieved a Breakthrough Advance (DS result). The advance can easy recognition. occur at any time in the Combat Phase. Remove all Reserve markers at the end of each Combat Phase. (21.2.4) The GQG Phase: The GQG markers are placed during this RESTRICTIONS: The number of friendly stacks that may be placed phase. On Turn 1 all six are placed; on the following turns only those markers in the GQG Holding Box are placed. The markers may be into reserve each turn is three. A unit that is Out of Supply, Disrupted, placed, a maximum of one per hex, on any stack of Allied units any- or under a GQG marker may not be placed in Reserve. where on the map containing at least one French unit. After placement PLAY NOTE: This rule allows units behind the lines to follow the German player rolls two dice and removes the GQG markers with up another Advance After Combat. If these units pass through a the ID of those die rolls (for example, if a 2 and a 4 were rolled, he defender’s vacated hex created in that Combat Phase, they can would remove GQG markers numbered 2 and 4). If doubles are rolled, conduct Overruns. then only one marker is removed. Place the removed GQG marker(s) back into the GQG Marker Holding Box for the next turn. DESIGN NOTE: For those familiar with ‘44, the place- 21. SICKLE CUT SCENARIO ment and removal works exactly like Traffic Markers. “German triumph in this campaign have caused their military (21.2.5) GQG Marker Removal: Besides the random removal in recklessness to be hailed as genius, their dangerous gambles to be the GQG Phase, if a stack under a GQG marker is eliminated, Dis- thought of as miracles.” rupted, or sent into Full Retreat the marker is removed and placed —Len Deighton, Blitzkrieg back in the Holding Box. The Allied player cannot voluntarily put GQG units into Full Retreat (13.2.2) on Turn 1. 21.1 Setup and Scenario Data (21.2.6) Scheduled Removals: Starting on Turn 3, one GQG marker • Game Length: 10 turns. Starts on May 13th and ends on the End is removed permanently from play every other turn. Removal occurs Phase of May 22nd (Turn 10). during the GQG Phase. Markers must be removed in numerical order • First Player: German (i.e., #1 first, #2 second, and so on). • Map: Sickle Cut map • Setup: Use the Sickle Cut At Start Cards 21.3 Hitler’s Halt Order • Supply Sources: German units trace to any of the Entry Hexes on Once per game, the Allied player may use the Halt! markers against the north or east map edge labeled A, B, C or D. Allied units trace German Mechanized units. The markers reflect the “halt orders” supply to all other Entry Hexes (W, S, SE, E, N and X). Belgian that Rundstedt issued on May 16th in response to Hitler’s fear that units may trace to Allied Entry Hexes or Namur (Hex 5304).” the Panzer divisions were too far ahead of the infantry divisions. 21.2 GQG Markers (21.3.1) When: The Allied player may declare the Halt Order on any turn on or after Turn 5. He may only do it once. This rule is an attempt to reflect the sluggish French reaction and the often puzzling lack of counterattacks. All blame is not meant to (21.3.2) How: During the Allied player’s Supply Phase he takes the be directed on the French high command—these markers are also six Halt! markers and places them (one per hex) on any German representing strafing, fog-of-war, harassment bombing stack containing one or more Mechanized units. Every unit or stack and logistic problems. selected must be further west than all German Non-Mechanized divisions. Additionally, hexes adjacent to such division may not (21.2.1) Purpose and Effect: The GQG (Grand Quartier Général) be selected. After placement, the German player rolls two dice and markers are placed on Allied units or stacks in an attempt to slow them removes those two markers with the ID of those die rolls. down and prevent them from attacking. There are six GQG markers. Allied units with a GQG marker suffer the following effects: (21.3.3) Effect: The Halt Order last for only one German Player Turn and then the markers are removed from play. A Halt! marker has the • May move a maximum of two hexes and may not stop in a hex same effect on German Mechanized units as the GQG markers has containing another GQG marker. on Allied units—2 hex max and may not attack. A Halt! marker has Note that the 2-hex limit does not allow units to move 2 hexes no effect on German Non-Mechanized units. when they normally could not. • May not attack or use the Disengagement Table. 21.4 The Dyle Line • Must remain stacked together and may not split up. The Dyle Line is represented by the three Improved Position (IP) • At the end of any Phase (friendly or enemy) any Allied units markers that start the game near Namur. The three markers start stacked with a GQG marker are placed under the GQG marker the game under construction, but can be completed at the end of and suffer all its effects. A unit may pass through a GQG marker the Allied Movement Phase of Turn 1 if at least one Infantry-class without negative effects. unit remains in the hex.

© 2013 GMT Games, LLC France ‘40 17

EFFECTS: These three IP markers have the same effects as a Forti- The Allied player has eliminated 5 German units. 13 to 5 German fied Hex—they provide one column shift left on the CRT, prevent the victory. Armor Shift, allow 1-hex retreats, and units conducting a Determined • The German player concentrates on the Allied Entry Hexes and Defense use the “Other” column. has closed eight (8 VPs). The Allied player still has a rail connec- tion to the south (10 VPs) and has eliminated two German units REMOVAL: An IP marker (whether face-up or under construction) (2 VPs). 12 to 8 Allied victory. is immediately removed under the following conditions: • All units in the hex are eliminated or forced to retreat, or 21.6 Fortress Infantry • The hex contains no friendly units at the end of the owning player’s The three units with a black box around their MA may not move Supply Phase. until a German unit moves within 2 hexes of their location (i.e., one intervening hex). 21.5 Victory Conditions The player with the most Victory Points (VPs) at the end of the 21.7 The Extended Game game wins. If both players agree the game can be extended another four turns to (21.5.1) Allied VPs: At game’s end, the Allied player earns VPs for May 26th. In this case, victory is determined twice—once at the end the following reasons: of Turn 10 and again at the end of Turn 14. If the player that wins at the end of Turn 14 is different than the player that won at the end of •  VP per eliminated German unit (unit size does not matter). For Turn 10, then the composite game is considered a draw. 3-step units, the Remnant must be eliminated before the division can be counted as eliminated. DESIGN NOTE: This might be an option if one player barely wins •  VP per “isolated” German Mechanized unit. Isolated in this case the 10-turn game or the player that lost is one or two turns away is defined as having no LOS of any length. from turning things around. Players should set the conditions before • 0 VPs if the Allied player can trace a contiguous rail line from one hand what can trigger extending the game. X or N Entry Hexes to an S or W Entry Hex. All rail hexes must be free of German units and German ZOCs. An Allied unit does cancel German ZOCs in the hex it occupies for this purpose. 22. DYNAMO SCENARIO • 5 VPs if the Allied player is unable to trace a contiguous rail line This scenario covers the British withdrawal to Dunkirk and the as described above, but can trace a Supply Line from one X or N evacuation. One player controls the Allied forces (British, French Entry Hexes to an S or W Entry Hex. All hexes must be free of and Belgian) while the other player controls the German forces. The German units and German ZOCs, but an Allied unit does cancel Allied player tries to evacuate as many British and French units out German ZOCs in the hex it occupies for this purpose. The path to sea, while the German player tries to prevent that. may not pass through, or pass adjacent to, a German controlled City hex. 22.1 Setup and Scenario Data • Game Length: 12 turns. Starts on May 24th and ends on the End (21.5.2) German VPs: At game’s end, the German player scores Phase of June 4th (Turn 12). the following VPs: • First Player: German •  VP for each Allied Entry Hex closed (19.4.2). The S/SE Entry • Map: Dynamo map Hex south of Reims counts as 2 VPs. The German player must be able to trace a LOS from the Entry Hex (at the end of the game) • Setup: Use the Dynamo At Start Cards to receive the VP. • Halt! Markers: The Allied player places all 6 markers before the • 0 VPs to the German player if the Allied player is unable to earn game begins and rolls two dice to remove 2. his 10 VPs for the contiguous rail path. Note, it is possible for both • German Supply Sources: Any East or South map edge hex. the German player to earn these 10 VPs and the Allied player to • Allied Supply Sources: Brugge or any Allied controlled Port. earn the 5 VPs for the overland path of hexes. • City Control: The German player controls all City hexes outside •  VP per German unit exited off the north map edge through an the Allied pocket. X Entry Hex. The unit must be able to trace a LOS to a German Supply Source the instant the unit exits the map. This represents 22.2 German May 24th Halt Order German units moving on Boulogne, and Dunkirk. DESIGN NOTE: By May 24th the Panzer divisions had fought for two straight weeks and were exhausted and at approximately half DESIGN NOTE: The easiest way for the German player to win is strength in tanks. Rundstedt and Hitler ordered a halt to the Panzer to drive across the map to Abbeville to prevent the Allied player forces in order for them to refit for the coming second phase of the from earning his 10 VP award. If he does this and hasn’t lost many campaign—Case Red. By the third day of the halt it became evident Mechanized units, he has a good chance of winning the game. that the Panzer divisions had to be released in order to prevent the EXAMPLES OF VICTORY DETERMINATION: British from escaping. In this game, each turn up to two Panzer divisions can disobey the Halt Order and attack. • The German player has cut all rail lines to the south (10 VPs). The Allied player still has a land connection to a S Entry Hex (5 RULE: Use the Sickle Cut Halt rules (21.3) with the following VPs) plus has eliminated five German units (5 VPs). The game changes: is a tie (10 to 10). • The Halt Order is in effect on Turns 1-3. • The German player has cut all rail and land connections to the • The markers may only be placed on Panzer divisions. The two south (10 VPs) plus has closed three Allied Entry Hexes (3 VPs). Panzer divisions under May Not Move markers may not be © 2013 GMT Games, LLC 18 France ‘40

targeted and the 1st Panzer Division may not be targeted until it Explanation of Results: has cleared Calais of Allied units. Other German units stacked +2 No evacuation but apply a +2 DRM to the next evacuation at- with a Panzer division under a Halt! marker are not effected. tempt die roll for that unit. Place an EVAC +2 marker on the • At the start of the game, before the German player moves, the unit to indicate this. Allied player places all six markers and then rolls to remove up 1 One unit is evacuated. to two. This is repeated during the Allied Supply Phases of Turn 2 Two units are evacuated. 1 and Turn 2, but the Allied player may only place those Halt! markers that were removed—he may not reposition those already DESIGN NOTE: Remnants, brigades, battalions and HQs evacuate on the map. the same way as a division—size has no effect. It is assumed that each of those smaller units evacuated is accompanied by essential • Important: During the three turns of the Halt Order the component non-combat units not represented by a counter. Therefore, every unit parts of all German Panzer divisions must remain stacked together, is important and the weak units should be evacuated first. even those with no Halt! markers. • A Panzer division under a Halt! marker that retreats, has its Halt! EVAC +2 Marker Effects: A unit with this marker defends at full marker replaced with an appropriate Disruption marker. strength, but may not attack. If the unit moves or retreats from the hex the marker is removed. The marker cannot be transferred to a 22.3 German Replacements different unit. During the German Supply Phase of Turns 1-3 each German Pan- German Harassment Fire: If a German unit is adjacent to the Allied zer division under a Halt! marker receives one replacement. The unit being evacuated, then the Allied player rolls two dice for the German player may select any reduced unit in the hex and return it evacuation roll and uses the lower of the two results for that hex. to full strength. If all units are already at full strength, the replace- ment is forfeited. Eliminated and Disrupted units may not receive replacements. 22.6 The RAF The Allied player may use the two RAF Air units each turn to provide 22.4 Belgian Units Offensive (9.3) or Defensive Air Support (11.1.6) in the same way as the German player uses his Air units. The RAF Air units may (22.4.1) Belgian Surrender: surrenders during any Allied only support British attacks but may be used for British or French Initial Phase where Brugge (hex 3210) is German controlled, or au- unit when defending. Flip RAF units to their Used side as they are tomatically during the Allied Initial Phase of Turn 5. When Belgium used—they may only perform one mission per turn. All RAF units surrenders, immediately remove all Belgian units from the map. are flipped back to their Ready side in the Allied Initial Phase. (22.4.2) Belgian Movement Restrictions: Belgian units may not enter France and if forced to retreat into France are eliminated. 22.7 Miscellaneous Special Rules Belgian units may operate in border hexes containing both Belgian • ALLIED HQs: These units start the scenario on their used side and French territory. and may not be flipped back over due to the supply shortage inside the pocket. Each counts as 1 VP when evacuated. 22.5 Allied Evacuations • REINFORCEMENTS: Only the German player has reinforcements, Starting on Turn 4 (May 27th), during the Initial Phase of each Allied they arrive on the south map edge on the turn indicated on the Turn Player Turn, the Allied player may evacuate units from Dunkirk. On Record Track. Use any half-hex as an Entry Hex (the units are Turn 4, evacuation is only allowed through the port. Evacuation from placed in the half hex and may move their full MA from there). the beach hexes begins on Turn 5. Although there are two beach • AIR UNITS: The German player has only 3 Air units per turn, evacuation hexes, only one die roll is made—the units evacuated instead of 5. The Air units may not be used with any German across the beaches may come from either of those two hexes. attack involving a Panzer division on the first three turns (during the Halt Order). The Allied player receives 2 Air units per turn PROCEDURE: To be evacuated, a unit must be on the Dunkirk as described in 22.6. port hex or one of the two Beach hexes to the east of Dunkirk at the start of the Allied player turn. Size and Disruption (including Full • GERMAN MOVEMENT RESTRICTIONS: The 2nd and 10th Retreat) has no effect. The number of units that can evacuate each Panzer Divisions did not take part in the battle—they cannot move turn is variable, and is determined by a die roll. The Allied player or attack but do defend at full strength. The 1st Panzer Division rolls one die for Dunkirk and one die for the Beaches. may not move from its hex until Calais is cleared of enemy units. It may attack Calais each turn and may advance into Calais when The Evacuation Table cleared of enemy units. It operates normally after that. Die Roll Dunkirk Beach • RAIL MOVEMENT: Rule 7.7 is not used in this scenario. 1 1  (+2) • GERMAN WITHDRAWALS: Starting on Turn 6, the German 2 1 (+2) player must withdraw the units listed on the Turn Record Track. 3 1 1 The units are removed from play during the German Initial Phase 4 2 1 regardless of their position on the map. If the unit was eliminated 5 2 1 then ignore the withdrawal. 6+ 2 1 • The GQG markers are not used in this scenario.

© 2013 GMT Games, LLC France ‘40 19 22.8 Terrain Found only on the Dynamo Map COUNTER ABBREVIATIONS • POLDER: The Armor Shift is prohibited if the defender is in a Polder hex. Polder cost all units 1 MP to enter. GERMAN • MARSH HEXSIDES: Treat the same as a Major River hexside. GD = Großdeutschland (Greater Germany) Geb = Gebirgsjäger (Mountain Riflemen) • ALL SEA HEXSIDES: No units may move or attack across all K = Kradschützen (Motorcycle Infantry) sea hexsides. LAH = Leibstandarte (Bodyguard) • FERRY HEXSIDES: Units that spend their entire MA may cross M = Motorisierte (Motorized) a Ferry hexside. No combat is allowed across a Ferry hexside. Pol = Polizei (Police) • CAUSEWAY HEX: Cost 1 MP for all units. Units are doubled Sch = Schnelle (Mobile) when defending in the Causeway hex. Tot = Totenkopf (Dead Man’s Head) • TIDAL RIVER BRIDGES: Units must spend +1 MP to cross a Verf = Verfügungstruppe (Dispositional Troops) Tidal River Bridge. Attacking across is prohibited. BELGIAN 22.9 Zero-Strength Remnant Units ChasAr = Chasseurs Ardennais (Hunters from the Ardenne) PFN = Position Fortifiée de Namur (Namur Fortified Posi- All British units have one additional “0-0-3” step in the Dynamo tion) scenario. For example, a 1-step unit or a “1-3-6” Remnant would be replaced with a 0-0-3 unit if it took a step loss. 0-strength Remnants FRENCH have the following properties: Col = Coloniale (Colonial) • They have a Stacking Point value of 1. British units may DCR = Division Cuirassée de Réserve (Reserve Armored Div.) voluntarily shed steps in order to become a 0-0-3 unit, but may DLI = Division Légère d’Infanterie (Light Infantry Division) never gain the steps back. Play Note: An Allied player might do DLM = Division Légère Mécanique (Light Motorized Division) this to fit more units in a shrinking pocket. Lest = Lestoquoi (commander’s name) • They have no ZOC, no combat ability, may not be the Lead Unit Mor = Marocaine (Moraccan) in a Determined Defense, and do not slow the movement of enemy NA = Nord-Africaine (North African) units in any way. If alone in a hex and a German unit moves or SFE = Secteur Fortifié de l’Escaut (Scheldt Fortified Sector) advances adjacent to it, the Allied player must immediately retreat SFF = Secteur Fortifié des Flandres (Flanders Fortified Sector) it two hexes (or 1 hex if illegible). If a safe retreat is impossible, SFM = Secteur Fortifié de Montmédy (Montmédy Fortified it is eliminated. Sector) Spahi = Light cavalry recruited from indigenous population • If after resolving combat and Determined Defense the only units of North Africa remaining in the hex are 0-0-3 Remnants, then they must be immediately retreated two hexes by the Allied player. If the 0-0- BRITISH 3 units were defending, then any involved attacking units may BEF = British Expeditionary Force advance into the defender’s vacated hex and stop (in the same G = Guards way that an attacker may advance in an EX result that clears out L = Lancers the defender). Defending German units may not advance if all T = Tank attacking Allied units become 0-0-3 Remnants. • They move as Non-Mechanized units and may use Extended Movement. • No need to place Disrupted markers on these units if they retreat, CREDITS as they are in a permanent state of Full Retreat. Design and Development: Mark Simonitch • They count as 1 VP if evacuated. Special Assistance: Vincent Lefavrais and Ivano Rosa O.B. Research: Tony Curtis and Mark Simonitch 22.10 Victory Conditions Playtesters: Clayton Baisch, Rob Bottos, Krzysztof Chadaj, John (22.10.1) Allied Automatic Victory: The Allied player wins the Charbonneau, John Leggatt, Jim Lauffenburger, Brian Moore, Jim game immediately if he evacuates or moves off the west or south map Thomas, Preston McMurry, Henrik Reschreiter, David Rohde, edge, 15 or more units. At least 10 of the units must be British. Daniel Thorpe, and Dick Whitaker. (22.10.2) End Game Victory: If the Allied player does not win an Art Director, Cover Art & Package Design: Rodger B. MacGowan Automatic Victory then calculate VPs at the end of the game. Map, Counters & Rulebook: Mark Simonitch 1 VP for each British or French unit (regardless of size) evacuated Proofreading: Vincent Lefavrais and Hans Korting or moved off the west or south map edge. Production Coordination: Tony Curtis 1 VP for each French unit still on the map that is in supply. Producers: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene 1 VP for each German unit eliminated. German infantry divisions Billingsley and Mark Simonitch are considered eliminated only if the Remnant is eliminated. –1 VP for each British unit eliminated or still on the map. If the Allied VP total is 15 or more, then the Allied player wins. The German player wins if he prevents that.

© 2013 GMT Games, LLC 20 France ‘40

Air unit to bring it to a 2-1. The Armor Shift is not allowed across EXTENDED EXAMPLE OF PLAY river hexsides. A die roll of 3, results in an EX. The German player decides to use the Rommel re-roll and rolls again and gets a 4 which The game starts with the German player’s Movement Phase. All his is a DR. The French unit’s Determined Defense roll is a 3 which fails. units may move their full Movement Allowance. The Panzer divi- It is retreated 2 hexes and the German units may advance. Note that sions are color coded to indicate the Panzer corps they are attached units that advance across a Major River hexside must stop. to, but there are no restrictions on their movement. The illustrations below show the German units after the Movement Phase is completed and before combat.

The situation after the Retreat and Advance After Combat.

COMBAT A: The two Panzer divisions gang up and attack the 3rd DLM. The odds are 24 to 8 = 3-1. The German player gets a shift for TQ. A die roll of 3 results in a DR. The French player elects not to do a Determined Defense and retreats his unit 2 hexes and marks it with a Disrupted marker. The German units may Advance After Combat—2 hexes for the mechanized infantry and 3 hexes for the Panzer brigades.

COMBAT C: The 6th Panzer Division attacks the 2-4-2 Fortress Infantry unit. Each unit in the Panzer division is halved and the French unit is doubled because of the river. The odds are 6 to 8 (1-2). The German player gets a shift for TQ and uses an Air unit to bring it to a 2-1. A die roll of 4 results in a DR result. The Allied player elects to roll on the Determined Defense Table using the “Other” column and rolls a 5. The result is •1/1, the retreat is cancelled but the Fortress unit and one German unit take a step loss. The situation after the Retreat and Advance After Combat.

COMBAT D: The German player brings all three Panzer divisions COMBAT B: Both Panzer divisions of Hoth’s corps attempt to cross plus the Grossdeutschland Regiment to attack the French 55th Re- the Meuse near Dinant. All German units are halved and the French serve Division (4-6-3). All German units are halved and the French unit is doubled. The odds are 13 to 14 (1-2). Elite units attacking a division is doubled. The odds are 20 to 12 (1-1). The German player regular unit provides a TQ shift. The German player commits one receives 2 shifts for TQ (Elite vs. Low) and to ensure that he crosses © 2013 GMT Games, LLC France ‘40 21 the river in this attack uses three Air units to bring the odds to a DESIGNER’S NOTES 6-1. A die roll of 5 is a DS result. The Allied unit loses one step, is retreated 3 hexes and marked with a Full Retreat marker. The Ger- “We can always recover ground, but never lost time.” man player may advance after combat but must stop after crossing —Field-Marshal Graf von Gneisenau the Major River hexside. Sickle Cut Scenario Why? The genesis of this game is the extraordinary book - krieg Legend by Karl-Heinz Frieser. Richly detailed it opened the door for me on what an interesting campaign the battle for France was. What stood out was how uncertain the crossing of the Meuse River was and the risk Guderian took in his dash to the coast. These risks seemed to me were the key elements of the 1940 campaign and there was no other game that concentrated on them. While I’m mentioning books, I would also highly recommend Alistair Horne’s To Lose a Battle and Len Deighton’s Blitzkrieg— these two books and the one mentioned above are an excellent way to learn about the campaign.

The situation after the Retreat and Advance After Combat. The GD Game Scale: The game was preferably to have only one map and Regiment is moved north to help slow down reinforcements coming be easy to play. After testing what could fit on a 22x34 map sheet, from Charleville. a 4-km per hex map scale was decided upon. Most units would be divisions and each turn would represent one day. Holland and the Since there are no German units Disrupted the Recovery Phase is south of France had to be cropped out. skipped. Likewise, the Supply Phase can be skipped since all Ger- man units can easily trace 8 hexes to a road and then along the road Focus of the Design: The game starts on the 4th day of the offensive to a friendly Entry Hex. with the Germans on the Meuse. Cropping out the Ardennes and the first three days solved a huge problem—that of having to write rules The last phase is the GQG Phase. The German player has six GQG to force the Allied player to rush up to the Dyle Line and to ignore markers to place. The German player targets some non-Disrupted all those German units moving through the Ardennes for three turns. French DLM and DCR divisions plus a few other stacks he would Cropping out the BEF and French 7th Army sector to the north helped like to have a slow reaction (see the two illustrations below). He solve the problem of needing rules to force them to remain in their then rolls two dice and removes those two GQG markers. positions and not react to what was happening in the south. The Order of Battle: Another goal of the design was to show the forces in an unbiased manner. We now know that the German Panzer divisions did amazingly well but nobody on either side expected that. Hitler and Rundstedt were scared to death of French counter- attacks so that had to be part of the design. I tried to avoid making the Panzer divisions so powerful that the German player had little to fear of Allied forces. The Battle at the Meuse: The French expected the Germans to halt at the Meuse for 3-8 days and bring up their artillery and sup- port units. The immediate attack was a surprise and a big risk for the Germans. That is why on Turn 1 many of the attacks across the Meuse will be low-odds attacks. Be prepared for a few of them not to work. But make sure you cross at least in one spot—Sedan. At- tacking at 6-1 odds at Sedan guarantees getting across, attacking at less than 6-1 is too big a risk. German Reinforcements: It was interesting to discover how many German infantry divisions followed behind the Panzer divisions. The general staff that planned all those maneuvers and march routes deserve as much credit as the commanders of the Panzer formations in the victory. The population of the Ardennes in that week probably saw a non-stop line of German infantry march through their towns The target hexes of the six GQG markers are marked in blue. 24 hours a day. This ends the German Player Turn and the extended example. Now No Exploitation Phase: If each turn represented more than one day the French Player Turn begins and he has plenty to contend with. I would have considered an Exploitation Phase, but with one day How he responds will be largely based on which stacks were spared turns, I thought it would be more realistic not to have such a phase. the GQG markers. The German breakthrough occurred because the French line was stretched too thin and then collapsed. The historical breakthrough occurred on Turn 3, but unless an experienced German player is

© 2013 GMT Games, LLC 22 France ‘40 pitted against an unexperienced Allied player it may take a few GERMAN PLAYER: Don’t be dismayed if a few of your Meuse more turns in this game. Nonetheless, a late breakthrough can still River crossings initially fail. The 6th Army’s assault on the Dyle reach the coast since it will have the benefit of having more German Line and Hoth’s Panzer corps are just diversions. Guderian’s cross- infantry on hand to guard the flanks. ing at Sedan is where the game is won or lost. Once across, keep stretching the French line until it snaps. Around Turn 4 or 5 the Tank Forces: The Allies had more tanks (and better armored tanks) Allied line should be thinning, at that time look for a hex you can than the Germans. To help reflect that I included all the French get an Automatic DS against and push through. independent tank battalions except those composed of the obsolete FT-17. Most of the German tanks were Pz Is and Pz IIs which were ALLIED PLAYER: You have plenty of units in the north and can of little value. The high strength of the Panzer brigades is because probably spare to send some to the south. I would also recommend each brigade, except the 9th, had four tank battalions instead of the counterattacking when you can—disrupting a Panzer division will two they would have in 1941. put it out of action for a turn. Allied Reaction: The historical Allied reaction was quite slow which is why I included the GQG markers. But even with these Dynamo Scenario markers the typical Allied player (after he has played the game The Dynamo scenario came about due to a suggestion off the Consim once) will react better than the historical commanders did. That is folder. I only vaguely remember the statement, but the gentlemen fine, I want the Allied player to have a chance to instill fear into felt that seeing a larger section of France on the map would help the German player—a group of 2 or 3 DLMs and/or DCRs can be put the Sickle Cut scenario in better context. And, if one expanded a very strong force. the map one could include the retreat to Dunkirk operations. Well, he was right, and I did have a desire to see how the forces were Retreat 2 or 3 Hexes: The Retreat rules allow the defender the positioned for the Dunkirk operation and a strong desire to see if choice of retreating 2 or 3 hexes—they are written this way so the the game system worked in a grinding battle as well as a blitzkrieg. Allied player has some leeway when it comes time to retreat in a So it was done. shrinking Dynamo pocket. But it is often best to retreat Allied units 3 hexes when being pursued by Panzer divisions with a Bonus Time Frame: The game starts on May 24th, the day the British high Advance—so as to avoid the German units catching up and Over- command decided that it was best to abandon the fight in France running the Disrupted units. and head for Dunkirk. The game ends on June 4th—the last day of the evacuation. Advance After Combat: Although not always obvious, the way the Advance After Combat rules are written allows the attacker to wiggle The Map: I know including eastern Belgium and part of Holland through gaps of 2 hexes. If a unit enters the defender’s vacated hex, is unnecessary for the battle of Dunkirk, but I included it anyway he can then bounce off enemy units and keep moving. Just make sure to provide even more context for the Sickle Cut campaign. This is you don’t move from one EZOC directly into another EZOC of the the area the British BEF and French 7th Army operated in the initial same enemy unit. “The same enemy unit” is the key phrase—units days of the campaign—the area they thought was the decisive area can move from EZOC to EZOC as long as those EZOCs belong to of the battle. As much as I wanted a scenario to use this area of the different units. map, I could not come up with anything that would work. The British and French forces move up and then they move back—it would take The Determined Defense Table: Oh what trouble this rule caused too many “You Must Do This” rules to make it work. I’ve included me! It worked fine inNormandy ‘44 and so I wanted it to be in this an image of the starting position of the units on May 13th (and the game. But cases of valiant French defenders holding up huge Panzer extra units necessary) for those who want to study it. spearheads was occurring way too often. A simple alteration, late in testing, was to add the asterisks in the high odds CRT column. The Halt! Markers: Letting the German player move up to two Panzer divisions each turn during the Halt Order is a little generous 5 HQs and 5 Air Units: For this game I wanted the two opposing but its extremely important that the Allied player feels the threat of sides to appear to be equal. If the German player was going to get 5 the Panzer divisions on his flank. Historically, the Allies had no idea Air units then the Allied player was going to have the potential of 5 that the Panzer divisions had been halted and made their movements shifts too. Since the Allies had almost twice as much artillery than assuming the Panzer divisions would attack at any moment. the German army I decided to put the shifts in the HQs. They can be very useful in a static battle, but not so much in a mobile battle. 0-0-3 Remnants: The British left behind all their equipment in the evacuation and these zero strength remnants reflect that. They also The Entry Hexes: The French high command did not know that the help to make the escape of every unit important. Germans were heading for the coast until May 18th (Turn 6). Up until then they were concerned at protecting Paris (the S Entry Hexes) Hints on Play: and the rear of the Maginot Line (SE and E Entry Hexes). Putting ALLIED PLAYER: On the first turn you can relax and enjoy your a VP value to these Entry Hexes insures that Allied player guards strong defense line, but you better start your retreat by Turn 2 or you those important areas. The German player can win the game without might not make it to the beach. When the Panzer divisions wake up reaching the coast as long as he can grab enough Entry Hexes. on Turn 4 it will get scary. Note that the Panzer divisions withdraw pretty quickly so its not as bad as it looks. The Trains are Slow: Yes, 15 hexes is not much, but this is not strategic rail movement far behind the lines, but rail movement in GERMAN PLAYER: For the first three turns try to make some the combat zone. The modest rate reflects the effects of the Luft- headway against the Belgians at the hinge between the Belgian and waffe on the trains and rail yards, plus accounts for delays caused British lines. Try to expand your bridgehead across the canal at St- by fog of war. Omer, but be careful of British counterattacks. Hints on Play

© 2013 GMT Games, LLC France ‘40 23 SITUATION MAPS The situation maps on the following pages are presented for historical interest only.

German Lage West Map for May 13th (Sickle Cut, Turn 1). The German map indicates only the Allied units that have been identified Germans have reached the Meuse. The image is showing the posi- and those positions may not be accurate. Note all the question marks tion of units probably in the late afternoon or end of the day. The on German units whose location is also uncertain. © 2013 GMT Games, LLC 24 France ‘40

German Lage West Map for May 15th (Sickle Cut, Turn 3). and is heading towards Montcornet. The 5th and 7th Panzer are at Note that 10th Panzer holds the southern flank at Stonne while Philippeville. North of Namur, the 6th Army has hit the Dyle Line the 1st and 2nd Panzer head west. The 6th Panzer has broken out in the Gembloux Gap. © 2013 GMT Games, LLC France ‘40 25

A French Army map for May 16th (Sickle Cut, Turn 4). The French French have no strategic reserves. Note the broken line west of government fear the Germans are moving on Paris and contemplate Montcornet and how the Germans are through the Dyle Line in the evacuation. Churchill flies to Paris on this day and finds out the north. The French 9th Army is showing signs of falling apart. © 2013 GMT Games, LLC 26 France ‘40

German Lage West Map for May 18th (Sickle Cut, Turn 6). At this river/canal line at St-Quentin—there are no further river obstacles point the Allied line has collapsed everywhere except at the hinge in between there and the coast. Note Rommel’s 7th Panzer heading for the south. Guderian’s and Hoth’s Panzer divisions are across the final Arras and 3rd and 4th Panzer’s movement south. © 2013 GMT Games, LLC France ‘40 27

German Lage West Map for May 24th (Dynamo, Turn 1). The decides to let the infantry divisions of reduce the Germans have reached the coast and no French counterattack from pocket so the Panzer divisions can be refitted for the upcoming Case the south or north is materializing. The Belgians have lost their Red on June 5th. Note how weak the German line is southwest of capital and are contemplating surrender. It is on this day that the Amiens, but there really is nothing to oppose them there except a British decide to head for Dunkerque. From viewing the map you few French reconnaissance battalions. Also note the German infantry would think it was too late. However, the bulk of the British and divisions that marched through the Ardennes are now manning the French divisions inside the pocket are in fairly good shape and the southern line. Panzer divisions are exhausted. And most fortunate of all, Hitler

© 2013 GMT Games, LLC 28 France ‘40

German Lage West Map for May 31st (Dynamo, Turn 8). The be evacuated. The French line in the south has begun to firm up but a end is near at Dunkerque. The Panzer divisions are heading south larger number of German divisions face them to the north. Belgium leaving the Dunkerque battle to the infantry divisions. In the next has surrendered. Case Red will start in six days. four days another 100,000 additional French and British troops will

© 2013 GMT Games, LLC France ‘40 29

May 13th on the Dynamo Map. This map is provided for those Rotterdam (just off the north edge of the map) on Turn 1. The SS curious about what was happening to the north of the Sickle Cut Verfügungstruppe, SS Leibstandarte Adolf Hitler and the infantry map on Turn 1. The optional counters provided allow players to divisions of 4th Army will push the Belgian army back to their set units up in their approximate positions and experiment with the Antwerpen-Leuven position. situation. The German units shown are those that enter from the east NOTES map edge on Turn 1. It’s interesting to see that although this is the 1. The French 68th Division is provided as three regiments because third day of the campaign, the British are just beginning to move it was split up to guard the coast of Belgium and Vlissingen (on Wal- into their positions around Leuven and that half of their army is still cheren Island). One regiment is shown on the map, place the second back around Lille. The French 7th Army has a few reconnaissance in Ostende and the third anywhere between those two. elements on the Belgium- border but the bulk of their forces are still approaching Antwerpen. The Belgians are retreating 2. The British 4th, 5th, 42nd, 48th, 50th divisions can be placed from their initial defense line along the Albert Canal and the Eben within three hexes of Lille. The British 12th and 23rd Divisions are Emael-Liege fortification line. The goal of the French 7th Army is to along the supply line back to Cherbourg—place one on each side of link up with the Dutch around Breda, but the Dutch have abandoned Amiens. The 46th Division has not yet arrived. this area of their country (Noord-Brabant) to concentrate in their WHAT IF: Gamelin’s decision to send the 7th Army into Holland is Fortress Holland positions north of the Waal River. There are a few often criticized as a factor in the French defeat, and rightly so. To see Dutch units guarding Walcheren Island and Zuid-Beveland. what would have happened if this army had been kept as a reserve, Historically, the 9th Panzer Division will enter the map and link place all its units from that army (except the 60th and 68th Divisions up with the paratroopers holding the Moerdijk Bridge and reach which were needed along the coast and in the Scheldt) within 5 hexes of Reims and/or St-Quentin at the start of the Sickle Cut scenario.

© 2013 GMT Games, LLC 30 France ‘40

© 2013 GMT Games, LLC France ‘40 31 INDEX

Advance After Combat...... 14.0 Movement Allowance...... 2.3.2 Length of Advance ...... 14.2 Movement and Rivers...... 7.4 Advance in any Direction...... 14.3 Multi-hex Combat...... 8.2 Advance and Enemy ZOCs...... 14.4 Offensive Air and HQ Support...... 9.3 Terrain and Advance...... 14.5 Out of Supply Penalties ...... 18.4 Air Units ...... 9.3 Overruns ...... 15.0 Allied Cooperation...... 20.1 Overrun Table...... 15.3 Allied Evacuations...... 22.5 Polder ...... 22.8 Allied Heavy Tanks...... 9.2.4 RAF ...... 22.6 Allied HQs ...... 9.4, 17.0 Rail Movement...... 7.7 Armor Shift...... 9.2 Reconnaissance Units...... 20.3 Automatic DS...... 7.8 Recovery Phase...... 13.3 Belgian Units ...... 20.1, 22.4 Reinforcements...... 19.0 Belgian Surrender...... 22.4.1 Allied Reinforcements...... 19.2 British Units...... 20.1 German Reinforcements...... 19.3 see also Zero-Strength Remnants...... 22.9 Remnants...... 10.3 Causeway Hex ...... 22.8 Replacements (German)...... 22.3 Combat ...... 8.0 Reserves ...... 20.5 Combat Against Previously Retreated Units. . . 12.6 Restricted Hexes...... 7.6, 9.7 Combat Results...... 10.0 Retreats ...... 12.0 Combat Zone Recovery ...... 13.3.2 Retreat Guidelines...... 12.1.3 Critical Hexes...... 11.3.2 Elimination Due to Retreat...... 12.2 Defensive Air Support...... 11.1.6 Overstacking in a Retreat ...... 12.1.4 Desperation Defense...... 11.3 Rivers Inside Hexes ...... 2.2.2 Determined Defense...... 11.0 River and Marsh Hexsides...... 9.6 Disengagement...... 20.4 Road Congestion...... 15.2.2 Disruption...... 13.1 Roads and Bridges ...... 7.5 Dyle Line ...... 21.4 Rommel ...... 20.2 Entry Hexes...... 19.4 Sequence of Play...... 3.0 Exiting the Map...... 7.2 Stacking ...... 4.0 Extended Game...... 21.7 Limits...... 4.1 Extended Movement...... 7.3 Stacking Points...... 4.2 Ferry Hexsides ...... 22.8 Stacking Exceptions ...... 4.3 Fortifications...... 16.0 Stacking Restrictions...... 4.4 Fortified Hexes...... 16.2 Steps ...... 2.3.6 Fort Units ...... 16.1, 18.6 Selecting Step Losses ...... 10.2 Fortress Infantry...... 21.6 Indicating Step Losses...... 10.3 French Collapse ...... 11.1.5 Supply and Isolation...... 18.0 Full Retreat...... 13.2 Supply Phase...... 18.1 GQG Markers...... 21.2 Supply Sources...... 18.2, 22.1 Halt markers Belgium Supply Sources...... 22.4.3 Sickle Cut ...... 21.3 Tidal River Bridges...... 22.8 Dynamo...... 22.2 Troop Quality (TQ) Shift ...... 9.5 Halving and Doubling...... 9.1 Unit Size ...... 2.3.3 Heavy Tanks (see Allied Heavy Tanks: 9.2.4) Unit Types...... 2.3.4 HQs (see Allied HQs: 17.0) Underground Canals...... 2.2.3 Line of Supply...... 18.3 Zero-Strength Remnant Units...... 22.9 Maginot Line Hexsides...... 16.3 ZOC BONDS...... 6.0, 14.4.1 Minimum and Maximum Odds...... 8.4 Zones of Control...... 5.0 Montgomery...... 20.2 ZOCs and Movement ...... 5.2 Movement...... 7.0 ZOCs and Advance After Combat...... 14.4 ZOCs and Supply Paths...... 18.3.1

© 2013 GMT Games, LLC 32 France ‘40 EXPANDED SEQUENCE OF PLAY ADVANCE AFTER COMBAT TABLE A. GERMAN PLAYER TURN — Type of Advance — 1. German Initial Phase Normal Bonus Break- The German player flips all Air units from their Used side to their A1/DR, DR, through Ready side. Unit Type A1/D1, DRX D1, DRM DS 2. German Movement Phase (7.0) Non-Mechanized Infantry* 2 2 2 The German player places his Reinforcements on the appropriate Cavalry 2 3 3 Entry Hexes (19.0). He may then move all, some or none of his units. Automatic DS (10-1) can occur at this time (7.8) All Mot. Inf. & Allied Tank 2 3 4 Recon & German Tank 3 4 4 3. German Combat Phase (8.0 - 15.0) The German player conducts all his attacks. Overruns (15.0) and *Includes Fortress Infantry and Mountain Infantry. Disengagement Attempts (20.4) occur at this time. 4. German Recovery Phase (13.3) All German units that are Disrupted may recover one level—those that are Disrupted have the marker removed, and those that are in Special Units Full Retreat have their marker flipped to the Disrupted side. Units Rommel Allows one reroll in an attack, adjacent to enemy units must roll for Recovery (13.3.2). Overrun and Determined Defense 5. German Supply Phase per turn. The Supply Phase has two segments: De Gaulle Ignores GQG markers. a. Check the supply status of all German units (18.1). b. Roll for Attrition (18.5) of all German units that are: • marked with a red Out of Supply marker (including those just Montgomery May reroll one Determined De- marked), and fense roll per turn. • adjacent to an enemy unit. Reconnais- Ignores Step Losses in D1, D1* and . GQG Phase —Sickle Cut Scenario only 6 sance DS results when alone. The German player places the GQG markers currently in the GQG Marker Holding Box on Allied stacks containing at least one French unit. He then rolls two dice and removes the GQG markers with those Heavy Provides an Armor Shift even if numbers (21.2.4). Any GQG markers scheduled to be removed are Tanks defender has tanks (assuming ter- removed at this time (21.2.6). rain allows shift).

B. ALLIED PLAYER TURN Air Unit Provides 1 shift right in an attack; provides DRM to Determined De- 1. Allied Initial Phase fense roll in Defense. The Allied player flips all eligible non-Disrupted HQs from their Used side to their Ready side (Sickle Cut Scenario only—see 17.2.1). Allied HQ Provides 1 shift right in an attack. The Allied player flips all RAF units from their Used side to their Ready side (Dynamo scenario only—see 22.6). 2. Allied Movement Phase 3. Allied Combat Phase 4. Allied Recovery Phase 5. Allied Supply Phase The Allied Movement, Combat, Recovery and Supply Phases are identical to the German phases except switch the term German with Allied.

C. END PHASE Record the completion of a Game Turn by advancing the Game Turn marker one box and proceed to the next turn.

GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com

© 2013 GMT Games, LLC