NO RETREAT! 3 the French Front May-JUNE 1940
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No Retreat 3 The French Front: May-June 1940 Deluxe Series #6 f5 REMOVE IN HISTORICAL SCENARIO D BELGIAN 3+4 7th ARMY (b) Belgium 3-3 3 3 INITIATIVE!* 1st ARMY (b) BEF (a) 7th Army units may set up in Reserve T3 C 6-4 5-4 A: You have not discarded and -2VP redrawn this card Groupement 1 HOTH R2 T6 C Cadre Open City 2-3 3-6 B: The Allies control all Cities in -3VP France 6th ARMY (a) T9 C C: Control all hexes of Paris 6-3 *Anglo-French Union! if redrawn -3VP DE GAULLE (opt) WIETERSHEIM R3 4-4 3-5 12th ARMY (a) 4-3 6th ARMY R3 10 6-3 Allied Reservists Panic! Play before the die is rolled in a Blitz! attack against only non- mobile, non-hedgehog Infantry for an automatic DS combat 16th ARMY (a) result. 2nd ARMY Canceled by Armée de l’Air. 3 3 3-3 3rd ARMY Maginot 3(a) Charles de Gaulle (1Maginot ) Play at the start of your Combat 4-3 Phase to receive one new Shock! marker, placing it with a Target Maginot 3(b) marker on any enemy (1) unit adjacent to the DE GAULLE DE GAULLE Tank unit. R3 2-4 Maginot 3(c) (1) GAME DESIGN Carl Paradis DEVELOPMENT Alan Emrich GOOD SWISS MAP Switzerland Tim Allen 5 X Fortress Holland (b) © 2012 Carl Paradis and Victory Point Games (VPG) 1 “No Retreat 3, The French Front: May-June 1940” is VPG’s name for its World War 2 wargame. http://victorypointgames.com; [email protected]; (714) 957-4066 NO RETREAT! 3 THE French Front May-JUNE 1940 DESIGNER’S NOTES and I hope my game demonstrates five or six cards, and a lot of Initiative that. markers! Welcome to the third game in the No Retreat! series, simulating the highly The Counterblows The Combat Result Tables controversial German invasion of What do Counterblows represent? The Combat Results Tables are a bit France, May-June 1940. This was the We wanted players to have some say unusual. As an attacker, even at lower most difficult subject I have tackled in during their opponent’s turn, and to odds, you do not suffer many losses a game design: how to make the game reward careful management of your (save for the occasional EX result), but interesting, but not “scripting” the Event cards. Players need to envision you could get a CA result, thus situation? How to keep it challenging counterblows as local spoiling counter- opening up interesting possibilities. A for both sides and still keep it realistic? attacks launched in reaction to the CA gives your opponent the option of This is where the Plan cards concept enemy offensives. We did not go as counterattacking and possibly evolved. They goad / limit both sides far as to allow an actual attack by the upsetting your position – thus making into following one of the many actual defender (this is what players should it easier for them to charge at you campaign plans that were studied by do on their own turns), but it is close. during their ensuing Player Turn. Or the Army Staffs. You won’t know your And because those troops are leaving your opponent might simply “pass” the opponent’s goals at the start: Maybe their positions to engage the enemy, opportunity to counterattack and opt to there is no Ardennes sickle movement, they lose their defensive terrain play it safe and stay on the defensive. nor an Allied advance into Belgium. benefits – thus, some risk is involved The Combat Results Tables are Switzerland could be invaded and in launching a counterblow. tailored to the counterblow feature. Holland left alone, etc. The historical Use the counterblow rule to quickly Upon study of the four different CRTs, manoeuvre used by the German OKW wipe out pockets of surrounded enemy you will notice subtle differences almost never happened. The original units, and to allow your units a chance between them that have a substantial plan was more or less a replay of the to advance during your opponent’s impact on how to play each side. The WWI attack. It was only because of a turn (if a CA result is rolled, and Blitz! and Shock! tables are your main series of unforeseen circumstances followed up with a successful counter- offensive tools. The Attrition tables can that it was changed to the risky attack of your own). You can also use be very useful to do limited advances, Guderian plan (the battle maps having it to put pressure on unsupported local attacks and mopping up fallen into Belgian hands). fortified cities, lowering their defensive surrounded enemy troops, but you So, could France have staved off total advantages, or even as a maneuver to cannot decisively win this campaign by defeat in 1940? My conclusion is a gain an end-run advance. using such WWI attrition tactics! resounding “Yes!” Again, a remake of The Event Cards / Initiative Markers The Victory Conditions the actual WWI campaign could have The very heart of the game is the You must carefully study Rule 12.0, happened, and the Wehrmacht halted Event card /Initiative marker “engine;” How to Win. Although each scenario at another “Miracle of the Marne.” players simply never know what has its own, separate victory con- Historically, it was a very hard fought surprise their opponent can spring ditions, this section of the core rules campaign. The French Army was upon you with a sneaky card play. explains how to win the Campaign tailored for defense and had the units Consequently, perfect planning of Game. This is the beating heart of this to defeat the Panzer spearheads moves or attacks is never entirely simulation. There are many ways to (most of these would be lost in the possible. For example, can you afford win the Campaign Game, and they are Dunkirk pocket). When engaged, to temporarily leave a hole in your line, all important. these forces fought hard and inflicted or will your adversary be able to play a The Victory is straight- significant casualties on the Germans End of Game card allowing him to move a unit there forward and works as most traditional (who lost 60% of their Panzers, 40% of during your own turn, thus creating an wargamers might expect: capture their aircraft and 210,000 soldiers), unexpected breakthrough? cities, destroy/evacuate units, and you amounting to as many German losses win the game. But there are a few as during the first year of Operation Those cards are an excellent indicator twists: First, the longer the game lasts, Barbarossa (the invasion of the USSR of the resources a side still has at his the fewer points the German Player in 1941)! Given a more sensible Allied disposal. If you start your turn with a might score as there is a VP penalty Operational strategy, the Nazi full hand of cards, many initiative for turns 10, 11 and 12, So, the onslaught could have been slowed markers, and your opponent has none, German’s goal is to capture Paris as and then stopped. then things are potentially very good for you! The cards and markers you soon as possible, and after scoring The Germans were not ready for a have in reserve represent energy that enough points, play that Armistice! long campaign. When the Armistice you can spend: to replace troops, for Event card. Even then, under certain was declared in June, their ammuni- Blitz! attacks, for counterblows, etc. circumstances, it might be better to tion reserves were dangerously low With a low count, your options are delay this, even at the cost of Victory (the German’s pre-war ammunition limited. Sure, a player can still get by Points, as there might be good scoring expenditure estimations were off by holding only a card/marker or two, but opportunities left, like exiting… more than 400%). This campaign the game’s initiative is probably being (Continued on inside back cover) could have been a more even fight held by the opponent who is holding than the historical results produced, © 2012 Carl Paradis and Victory Point Games NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 1 [1.0] INTRODUCTION Sample Units No Retreat! 3 Units (as opposed to markers) have No Retreat! 3 is a two-player wargame information printed on them as shown here, The French Front: May-June 1940 depicting the struggle between the Germans representing their capabilities. and the French/Allies during World War 2 Table of Contents from the start of Fall Gelb (Case Yellow) on Most Units have two ‘steps’ each. [1.0] INTRODUCTION ........................... 1 May 10, 1940 to the final decisive operations They are full- [2.0] GAME EQUIPMENT ...................... 1 of Fall Rot (Case Red) up to the end of June, 1940: the Campaign of France. strength on [3.0] SETTING UP THE GAME ............... 2 their front side [4.0] SEQUENCE OF PLAY .................... 2 [2.0] GAME EQUIPMENT and reduced- [5.0] THE CARDS ................................. 2 Parts Inventory strength on [6.0] SUPPLY ........................................ 3 their (lighter- [7.0] ORGANIZATION ........................... 3 ● 1 11 x 17” map sheet colored) reverse ● 1 8.5” x 11” player aid mat [8.0] MOVEMENT ................................. 4 side. One-step ● 2 8.5” x 5.5” player aid sheets [9.0] RESERVE MOVEMENT ................. 5 units do not have ● 117 thick, multi-shaped counters [10.0] COMBAT .................................... 6 unit information on their reverse sides. ● 1 Rules booklet [11.0] MARKER / UNIT REMOVAL ....... 9 Hexagonal Fortifications are also units and ● 37 Event & Plans Cards [12.0] HOW TO WIN ............................