No Retreat 3 The French Front: May-

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 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 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 ! 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 ...... 9 function the same way, but cannot move. [2.1] The Game Map and Scale REFERENCE SECTION ...... 12 Unit Type Symbols [13.0] GAME TURN EVENTS ...... 12 The map represents [14.0] SPECIAL UNITS / RULES ...... 12 that portion of [15.0] OPTIONAL RULE...... 14 Western Europe SCENARIOS ...... 15 where this [A] REGULAR GAME ...... 15 campaign took place. A hexagonal [B] HISTORICAL GAME ...... 16 grid has been [C] SIMULATION GAME ...... 16 superimposed to [D] OPERATION DYNAMO ...... 17 regulate movement Combat Strength measures a unit’s value in [16.0] EXTENDED EXAMPLES ...... 18 and the position of battle as expressed in Strength Points. Some [0.0] USING THESE RULES the playing pieces. units have outlined (white) Combat factors, A unit must always indicating that they cannot usually attack. New gaming terms, when they are initially be located in a Movement Allowance determines how far defined, appear in dark red lettering for specific hex which that unit can move as measured in Move- quick referencing. contains a certain type of terrain and might ment Points that it can spend each turn. The instructions for this game are organized have hexsides with additional terrain Some units have no Movement Allowance into major “Rules” sections as shown in features. The Terrain Effect Charts (TEC) (as a reminder that they are immobile) and large green CAPS font, and represented by explains the game’s various terrain features. their Combat Strength in parentheses as a the number to the left of the decimal point Each hex is about 30 kilometers from side to reminder that they usually have no Zone of (e.g., rule 4.0 is the fourth rule). These rules side. Each turn represents four days of real Control (see 8.5). generally explain the game’s subject matter, time, except the first turn is only two days. its components, the procedures for play, the Some units have a red Movement game’s core systems and mechanics, how to [2.2] Game Charts & Tables Allowance, indicating that they are Mobile set it up, and how to win. Included are various game aids for players units. They have certain Movement and Combat advantages (see 8.5.5 and 10.6.2). With each Rule, there can be “Cases” that that organize and illustrate certain game further explain a rule’s general concept or functions. These include the four Combat Hedgehog Defense: Some units have a basic procedure. Cases might also restrict the Results Tables, the Terrain Effects Chart, Hedgehog Defense symbol. These units are application of a rule by denoting exceptions the Game Turn Track, and the Victory not Forts, but have certain advantages in to it. Cases (and Subcases) are extensions of Point Track. combat, namely immunity vs. the Armor a Rule shown in the way that they are [2.3] The Playing Pieces Attack Bonus and a change in the Combat Result Table (see 10.6.3 and 10.7.5). numbered. For example, Rule 4.1 is the first The playing pieces represent actual military Case of the fourth Rule; and Rule 4.1.2 is the units that fought in this campaign. The Size Dot: Smaller units have a Black or Red second Subcase of the first Case of the fourth numbers and symbols on them indicate their Size Dot symbol to indicate that they can Rule. strength and type. stack (see 8.4.2). Important information is in red text. The German player controls the German Unit Size & Designation References to examples of a Rule or Case are in Army (gray/green). The French player con- Most square units generally represent blue text and this font. trols all French (blue), English (brown), and Infantry Armies or Mobile Corps. The Text in shaded boxes, like this, provides the some Neutrals including Belgium (purple), other-shaped units represent fixed voice of the game’s designer, who is Dutch (orange) and Swiss (red) units. Fortifications (hexagon-shaped) or addressing you to explain an idea or concept Round (Initiative/Blitz, Initiative/Shock, Paratroops (round). A unit’s Designation that is not, itself, a Rule or a Case. Disorganized/Unsupplied, identifies it based on that formation’s Target/Counter-blow, etc…) markers help historical name or that of its commander. players remember certain important information during play. © 2012 Carl Paradis and Victory Point Games 2 NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0

Sample Event Card Procedure Cards are resources generating game events German Event on top (green-gray) Card # New Game Turn Housekeeping or discarded for more Initiative markers. After their use, cards are placed, face-up, in a A. Advance the Game Turn Marker: Advance Discard Pile next to the Draw Pile. the Game Turn marker on the Turn Track. If the 12th turn was just completed, or an Note, the 10 Plan cards are not in the regular Armistice was declared, the game ends and deck, and drawn differently (see 12.7). the winner is determined. Appropriate Timing Events with B. New Game Turn Events Phase: Any Event Event cards are played when their these symbols listed on the Game Turn Track for the new can only be corresponding actions are performed during played as Game Turn (i.e., the box the Game Turn the Sequence of Play (4.0). Events when marker was just moved into) is noted and, if For Example: You can only play a card that gives they are paid applicable, implemented at this time (see 13.4 you a free unit upgrade during your own for with an for a complete listing and explanations). Initiative Organization Phase, not during your opponent’s marker C. New Game Turn Victory Phase Combat Phase. Automatic Victory is checked (12.2 & 12.3). Card play is sequential. That is, cards are Sudden Death Victory (12.1) and Plan French Event on bottom (blue) resolved in the order that they were played Scoring (12.7.1) are also checked on turns Initiative markers unless their effects conflict, in which case denoted by a Death’s Head (T) symbol. the card played last takes precedence. These round markers are very important. They are used to pay for German player Turn If both players play a card at the same time, key actions such as playing certain 1. Card Phase: The Phasing player must discard the player whose Player Turn it is decides Event cards, replacing losses, down to two (2) cards and then usually draws their play order; either his own card first, or putting units in Reserve; or, when four (4) more cards (see 5.2). his opponent’s. allowed, flipping them to their 2. Supply Check Phase: Place Unsupplied Once is Enough Blitz!/Shock! sides for Combat. markers on both sides’ units that cannot trace Because cards are retrievable from the Dis- Players receive them at the start of most turns a valid Supply Line at this time. card Pile and thus reusable, this Rule applies: by discarding Event cards and they are 3. Organization Phase: The Phasing player The exact same-named Event cannot occur occasionally awarded by combat results. takes this turn’s allotted Initiative markers, twice during a single Player Turn. Initiative markers are the game’s “money.” takes Reinforcements, Replacements and Cases They represent Supplies, Operational Evacuates Units. Both players can also buy [5.1] Discard Step: The Card Phase begins Leadership, Support Assets (Artillery and more Initiative markers by discarding cards or by discarding. You can retain only two (2) Airplanes), Troop Replacements, etc. (Phasing player only) convert them to cards in your hand before drawing at the start Blitz/Shock markers. [3.0] SETTING UP THE GAME of your turn, so you must discard any excess 4. Movement Phase: The Phasing player can cards in your hand at this time. Place the map between the players. The move his units on the map, including moving [5.2] Draw Step: After discarding (if Germans player sits along the east edge and one (only) off the map to the Reserve Box. the French player on the west edge. The necessary) during the Discard Step (see 5.1), 5. Combat Phase: All Voluntary, and then all Player Aid Mat is placed between them you usually draw four (4) cards from the Involuntary, Battles are Declared and Resolved along the north edge. Each player takes Draw Pile and add them to your hand. The as per the Battle Sequence in any order the his/her Combat Results Table sheet. following conditions can affect the French Phasing player desires. player’s per turn Draw Rate (DR): Refer to the Scenarios section of this book 6. Marker / Unit Removal Phase: Some units for set up instructions (also see 14.14). -1 French card if the German player and markers are removed from the map. controls the 3 Ports. [4.0] SEQUENCE OF PLAY 7. Mutual Reserve Phase: The Phasing player -1 French card if German units occupy How the Turns Work: Before players may put his unit(s) in the Reserve box back on any number of Paris hexes. conduct their respective Player Turns, a the map; then the Non-Phasing player may do the same with his unit(s) in the Reserve box. +1 French card if the Anglo-French mutual Housekeeping Phase takes place to Union! event is in effect (14.13.2). organize things. Each Game Turn consists of French player Turn a German player Turn followed by a French [5.3] Events: The cards have text in boxes. The French player becomes the “Phasing Player” The Green boxes are Events playable only player Turn. During each player’s turn, sev- and repeats the above seven Phases, in order, by the German player, while the Blue boxes eral Phases (e.g., Movement and Combat) that the German player just completed. are conducted in strict sequence. Each Phase are Events playable only by the French must be completed before the next begins. Exception: The French player declares most player. Thus, the effect of each card is Voluntary Battles during the Organization Phase different depending upon who has it in his My Turn; Your Turn: The player who is (see the Player Aid Sheets for the sequencing). hand. Once played, cards are discarded. currently conducting his Player Turn is called the Phasing Player. His opponent is [5.0] THE CARDS [5.3.1] Event Effects: Events describe known as the Non-Phasing Player. their exact timing and use on the cards General Rule themselves. When not specified, you can You draw cards, one at a time, from the perform that Event any time. Draw Pile during your Card Phase. The [5.3.2] Event Precedence: When there is Draw Pile is reshuffled when there is one a conflict between Event text and the card left in it (that card is not drawn!) or as Rules, the Event text takes precedence. instructed by the play of certain Events. Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 3

[5.3.3] Initiative Events: Each event with  Combat: When attacking, it never Note that it is cheaper to Replace (7.7) an a German Cross symbol (E) is playable receives an Armor Bonus (10.6.3), eliminated unit (bringing it back at reduced- only if the German player spends one cannot conduct Multi-Hex Advance strength) than it is to Improve a reduced- Initiative marker to do so. (10.8.1), and suffers a one shift to the left strength unit back up to full-strength.  Each Event with a French Roundel symbol ( 1) penalty on the Combat Results [7.2.5] Penalty (Important): Put () is playable only if the French player Table. If it is eliminated in combat, it is a Disorganized marker on any spends one Initiative marker to do so. placed in the Surrendered Units Box unit that was just Improved. (10.7.1). All other Events (i.e., those without these [7.2.6] Improving Initiative markers: symbols) are playable for free.  Scoring: A Area is The German player can flip, for free, any considered “Isolated” for Victory Point number of Initiative markers he has [5.4] Other Card Uses: In addition to their purposes if it cannot trace a valid available for later play as Blitz! markers. use triggering Events, you can spend (i.e., Overland Supply Path. discard) cards during Organization Phases The French player does not have the capa- to buy additional Initiative markers (see Units are not automatically eliminated solely bility to freely flip his Initiative markers; 7.1) because they lack supply. only specific Event cards allow him to flip them over to Shock! markers. [7.0] ORGANIZATION [6.0] SUPPLY [7.3] One-Step Square Units: Some units General Rule Procedure have only one step, and some cost more to During this Phase, both players check the During your Organization Phase, perform Replace (7.7). Cadre units have one step, supply status of each of their on-map units: the following Steps in order: but come back for free (see 14.9). first, all of the Phasing Player’s units, and A. Initiative Buy Step: Purchase extra [7.4] Paratroop/Fort Units: These non- then the Non-Phasing Player’s units, marking Initiative markers. square units are irreplaceable. When those that are unsupplied. B. Flip Step: Improve units and (for the eliminated, Paratroops are removed from the Cases Germans only) Initiative markers. game and Forts are placed in the Surrendered Units Box. [6.1] Receiving Regular Supply: A unit is C. Placement Step: In order: Reinforce, in Regular Supply if it is able to trace a Replace, and Evacuate units. C. The Placement Step valid Overland Supply Path. You trace a D. French Attack Step: The French [7.5] Unit Placement: Place Reinforcement Supply Path from the unit requiring supply, player (only) places his white target and Replacement units in play as follows: through any number of hexes, to a friendly markers during this Step of his Player  Place German, French and British units map edge. A friendly map edge is the east Turn. into the Reserve Box. (dark gray) edge for the Germans, and the A. The Initiative Buy Step west and south (blue) edges for the French  Place Neutral units in a friendly- and British. [7.1] Buying Initiative markers: Both controlled city within their country. Players may discard any number of Event [6.2] Alternate Supply Sources: A unit is [7.6] Receiving Reinforcements: Players cards in their hand to purchase their side’s always in supply if it is in a fortified hex in receive units as Reinforcements on the Game unused Initiative markers on a 1-for-1 basis: its own country. The Swiss unit is always in Turn indicated by their Reinforcement each card exchanged for one marker. supply in Switzerland. Numbers (i.e., as placed on the Game Turn Note that you can buy Initiative markers Track during set up). Reinforcement units Tracing to these alternate supply sources during your opponent’s Player Turn! are placed in the Reserve Box. does not constitute an Overland Supply Path. B. The Flip Step [7.7] Replacement of Destroyed Units: To Note that units in Ports are not automatically [7.2] Improving Reduced-Strength Units take a unit from the Destroyed Unit Box and in supply in this game, but being there does return it to play (as per 7.5), the owning allow them to receive Improvements (7.2.1). to Full-Strength, and German Initiative to Blitz! Markers: player must pay (discard) one (1) Initiative [6.3] Blocking Supply Paths: Enemy units marker for each such Replacement received. always block a Supply Path. Enemy Zones of [7.2.1] Improving Units: The Phasing Note that the one-step Allied Armored Units Control (see 8.5) also block Supply Paths player’s square, two-step units (only) that cost two (2) markers to replace, as indicated unless there is a friendly unit in that hex. are currently on the map on their one-step on their reverse sides. (i.e., reduced-strength) side can be That is, friendly units negate enemy Zones of Example: A unit is eliminated on Turn 4. Its Improved (i.e., flipped over) to their full- Control for the purpose of tracing a Supply owner replaces it at the first opportunity on Turn strength side. Path. 5’s Placement Step. It returns to the map on its [7.2.2] Improvement Restrictions: You [6.4] Unsupplied Markers: When a one-step side. Raising it back to full-strength (i.e., can only flip a unit that is in Regular unit is Unsupplied during the Supply two steps) cannot be done until the following Supply (6.1) unless it can trace a Supply Phase, place an Unsupplied marker turn’s Flip Step at the earliest, because the Flip Path to a Friendly Port (see 7.2.4). on it to denote its precarious status. Step occurs before the Placement Step. The [7.2.3] Reduced-Strength: When brought sequencing is very strict about this! [6.5] Unsupplied Effects: A unit with an back onto the map as Replacements, two- Unsupplied marker suffers accordingly: [7.8] Unit Evacuations: You can try to step units always return to play showing move one (1) Unsupplied unit per  Organization: Reduced-strength units are their reduced-strength (one-step) side. turn, provided that it is in a Port restricted in their ability to recover back to [7.2.4] Cost: You omust (2) pay tw and stacked there with the full-strength (see 7.2.2). Initiative markers for each Improvement, Evacuation marker (see 14.7), to the  Movement: Its Movement Allowance is unless (7.2.2) Port Supply is being used: in Evacuated Box. Only Unsupplied units can reduced to a maximum of Three (3) this case, you must pay three (3) markers. be evacuated. Movement Points. © 2012 Carl Paradis and Victory Point Games 4 NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0

 The French player must pay one (1) Cases unit, plus one black-dotted unit; OR two Initiative marker per unit Evacuated. [8.1] Movement Allowance: A unit cannot black-dotted units; and to these you can add  After paying, draw an Event card to exceed its Movement Allowance during its any number of red-dotted units. determine the Evacuation’s success (do Movement Phase except as permitted by [8.4.3] Overstacking Penalty: At the end not resolve the Events on it!) as follows: certain Event cards. of every Phase, Step or Battle, place all A: If there’s a German Cross on the You cannot transfer MPs between units, or units in a hex in excess of the stacking card, the Evacuating unit takes a Step save them up and carry them over between limit (8.4.2) in the Destroyed Units Box. Loss. Game Turns. The owner chooses which units to destroy in each overstacked hex until every hex  B: If there’s a French Roundel on the Disorganized Units: Units under conforms to the stacking limit. card, put the unit in the Evacuated a Disorganized marker have a -2 Units Box. MP penalty to their Movement [8.4.4] Allied Nationalities: Allied units Allowance. of different colors cannot voluntarily stack Note that both of these symbols can be on a in the same hex. If caused by a retreat after card, so A and B could both apply. Thus, a [8.2] Weather Effects: On Bad Weather combat, they are not placed in the one-step unit would be eliminated before Game Turns, all units with a Destroyed Units Box right away (unless being successfully evacuated! Movement Allowance greater than overstacked, see 8.4.3). However, the  You can also evacuate one Unsupplied four (>4) have their Movement Allied player must correct this multi- unit by using card #24 (Dynamo). In this Allowance reduced to four (4). national stacking situation as soon as case you do not need to draw, the That is, there is a “speed limit” of four possible. Evacuation automatically succeeds. Movement Points during Bad Weather. D. The French Attack Step [8.3] Terrain Effects: The basic cost to enter a Clear hex is one Movement Point (1 [7.9] Target Placement: During this Step of MP). The cost to enter other hexes can be his Player-Turn, the French player places his higher, as listed on the Terrain Effects Chart. Exceptions: White Target markers according to the Battle Rules (10.1). Note that the German When a unit does not have sufficient MPs 1) Bi-colored Blue/Tan units can be freely player places his, much more conveniently, left to pay the cost to enter a given hex, it stacked with French or British Units. at the start of his own Combat Phase. cannot do so. Exception: A unit that has a 2) A mix of any unit Movement Allowance greater than zero (0) nationalities can be stacked  The Dark Blue Enhanced French Target (i.e., a mobile unit) can always move one marker follows the regular rules and is with the orange Evacuation hex, regardless of terrain or other costs, but marker or in Switzerland. placed like the German’s, i.e., at the start Rules regarding Enemy Zones of Control of the French Combat Phase (14.12). (8.5) and Prohibited hexes and hexsides still 3) Before Game Turn 3, the Allies cannot apply. stack more than one Square unit in a [8.0] MOVEMENT hex, except in Switzerland. General Rule [8.4] Stacking Effects: Friendly units can never enter hexes containing enemy units. [8.5] Zones of Control (ZOCs): The six Each Turn, during your Movement Phase, hexes on the map you may move none, some or all of your Within the confines of other restrictions (e.g., terrain costs, Zones of Control), adjacent to a unit are non-fort (i.e., “mobile”) units through any called that unit’s Zone combination of hexes up to the limit of their friendly units can freely enter and pass through hexes containing other friendly units of Control (“ZOC”) as printed Movement Allowance, paying the shown here: appropriate Movement Point (MP) cost to without penalty. This Zone of Control enter each hex. Stacking occurs when more than one friendly unit remains in a hex at the end of represents that area Unlike Chess, in No Retreat! 3 a player has any Phase, Step or Battle. Information outside the hex a unit physically occupies the opportunity to move all his pieces during markers do not count for stacking. that it can control by virtue of its size, his turn. This gives the player the chance to mobility, and projection of firepower. [8.4.1] Unit Size: Smaller units set up his attacks by Concentrating units, or ZOCs do not extend into or out of neutral to enhance his defensive positions through and Forts have a black or red countries (see 8.10) or into Marshes. their careful dispersal. dot to the right or their unit type symbol to indicate that they are Friendly units’ ZOCs do not affect other You do not get to move your opponent’s smaller troop sizes counting less Non-dotted friendly units, but they do restrict enemy units, and your opponent cannot move pieces unit (one for stacking. per hex, units. Hexes adjacent to enemy units, (i.e., in during your turn except as a result of combat an Enemy Zone of Control, or EZOC) have or through the play of certain Event cards. [8.4.2] Stacking Limit: A maximum) maximum of two (2) units can these effects on friendly units: Procedure be stacked at the end of any [8.5.1] Stop! : A unit must cease its You move your units one at a time, hex-by- Phase, Step or Battle. movement for that turn the moment it hex, in any direction or combination of Only one unit per hex can be a enters an EZOC, regardless of how many directions that you desire. A unit can Black- non-dotted unit. Red-dotted dotted unit MPs it might have remaining. continue moving until it has either expended units never count for stacking [8.5.2] +1 MP to Enter or Exit: It costs a all of its MPs, can move no further as and can be added freely to hexes unit one additional (+1) MP to enter a entering another hex would exceed its with friendly units. hex in an EZOC. Movement Allowance, moves adjacent to an enemy unit, or you simply desire to stop Thus the maximum you can have Red- If a unit begins your Movement Phase moving it. stacked in a hex is one non-dotted dotted unit adjacent to an enemy unit (i.e., in an

Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 5

EZOC), it costs one additional (+1) MP these areas, and normal Zone of Control [9.0] RESERVE MOVEMENT to exit that hex. rules also apply. General Rule Fortress Areas that include a City are Fortresses for Movement and Combat. The During your Movement Phase, you can Put City is only considered for Victory Point in Reserve your non-Fort units by placing scoring purposes. them in the Reserve Box. You can relocate them back onto the map during a subsequent [8.8] Ardennes Area: The large Forest area Reserve Phase. with the brown Cases [8.5.3] No Infiltration: A unit cannot tinting behind it move directly from one hex in an EZOC is the Ardennes [9.1] Put in Reserve: Starting on Turn 2, directly into another unless the hex it is Forest (pictured you may take up to one friendly supplied entering is also occupied by a friendly unit here). unit (only!) from the map per Movement (whereupon the moving unit must French/Allied Phase and pay one (1) Initiative marker and immediately stop, as per 8.5.1). units cannot place it in the Reserve Box in lieu of any other movement for that unit that turn. Otherwise, a unit must first leave an voluntarily enter the Ardennes Forest (these EZOC by way of an uncontrolled hex, and rough/wooded) hexes before Game Turn 6 [9.1.1] Reinforcements/Replacements: afterward it can continue moving. (see 13.4, Event #6). Units and markers arriving as Reinforce- [8.9] Exiting the Map: Your units can exit ments/Replacements appear in the Reserve [8.5.4] Negating EZOCs: In addition to Box during your Organization Phase. allowing some limited infiltration move- the map during your Movement Phase along Gray/Blue map edges at a cost of 1MP plus These units do not count against your one- ment (8.5.3), the presence of a friendly unit-per-turn-from-the-map limit. unit negates an enemy-controlled hex for one (1) Initiative marker per unit exited. the purposes of tracing a Supply Path  German units (only) can exit along the [9.1.2] Reserve Capacity: Each player (6.3) and when Retreating (see 10.7.6). German (Gray) Map Edge. They are then can have a maximum of six (6) units in the There are also no ZOCs (for any purposes) placed in the Reserve Box. Reserve Box, plus any Paratrooper markers. into Marsh hexes or Fortress areas.  Both sides’ units can exit along the French [8.5.5] Mobile Units: Units with a red (Blue) Map Edge. They are then placed in [9.1.3] Exceptions: Belgian, Dutch, Swiss Movement Allowance (i.e., mobile units) the Southern France Box. and Fortification units are prohibited from being placed in Reserve. can Retreat through enemy non-Mobile Some units in the Southern France Box score units’ ZOCs (only). Victory Points at the end of the game, but The Reserve Box represents Operational [8.6] Switzerland: French and German once in this box, they cannot return to the redeployments, rail moves, and actual units (only) can enter Switzerland (14.2). map nor engage in combat there; they are out movement of reserve troops away from of play. prying enemy eyes. It also accounts for the There are no hexes, so consider the entire unexpected German moves through the [8.10] Neutral Countries: Belgium, The country as one huge Mountain terrain hex Ardennes area early in the campaign. that is adjacent to three hexes in both France Netherlands, Luxembourg, and Switzerland and Germany. begin the game as neutral countries. [9.2] Release of Reserves: During each Mutual Reserve Phase, both Players (with German units can freely enter any neutral It costs a unit its entire Movement Allow- the player whose turn it currently is going country or attack their units. The instant a ance (see 8.3) to enter that Area of the map. first) may bring none, any or all of their units German unit crosses a neutral country’s Double the regular stacking limit when from the Reserve Box back onto the map. border or attacks a neutral country’s unit, a applying it inside Switzerland, and normal (Units in the Reserve Box can remain there state of war exists between that (now former) Zone of Control rules apply to and from indefinitely.) Switzerland. neutral country and Germany with these specific effects: When thus Released, each such unit must be placed in:  ZOC rules between those units and across those borders immediately take effect. 1) A friendly City hex that can trace a Regular Supply Path (even if that City hex  That country allies with France and the is in an EZOC). French player commands that country’s units for the rest of the game. 2) German units can be placed in any Ar- dennes hex (see 8.8), even in an EZOC,  French and British units can also freely that he can trace a Regular Supply Path enter that now-active allied country. Example: German units in the 3 German hexes from unless the “No Ardennes Surprise” adjacent to Switzerland can all attack it.  The French player’s units cannot enter Event text is on his Plan card selected those countries before they are at war with during set up (14.14). [8.7] Fortress Areas: There are no separate the Germans, nor attack the units of these 3) Or any other hex that is within three (3) hexes in these areas, so consider each of the minors while they are neutral. Fortress areas as one hexes, maximum (i.e., no more than two (sometimes large) hex [8.11] Southern France Box: Units can intervening hexes), from a friendly City that is adjacent to many move and Retreat into the Southern France or friendly map edge (Gray for the hexes on the map (akin to Box (see 8.9 and 10.7.6). Once there, Germans and Blue for the French) that is Switzerland, as per 8.6). however, they cannot leave. No Battles can not in an EZOC. You cannot use a city Normal stacking and involve the units there, so the units of both for this purpose that was just captured rules apply inside each of sides in that Box simply co-exist there until during the current Player Turn. the end of the game.

© 2012 Carl Paradis and Victory Point Games 6 NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0

[10.0] COMBAT (dark blue) one when the Anglo- [10.2] Order of Combat: All declared French Union Event occurs. The battles are resolved in any order the Phasing General Rule German player always has 5 gray player (attacker) desires. Each battle must be During your Combat Phase, each of your ones. The number of Target markers is a completely resolved before commencing the units might participate in an attack against an maximum limit (a player cannot have more next battle. adjacent hex containing enemy units. Each targets/counterblows than his maximum Battle Preparation unit has a Combat Strength representing its number of markers). [10.3] Combat Conditions: The following basic power to attack and defend. When a [10.1.1] Voluntary Attacks Step: The rules determine which units are eligible for player initiates an attack between adjacent Phasing player declares all of his desired combat. units, it results in a battle (i.e., completing attacks first and places his Target all of the Steps in the Battle Procedure). markers. All of these are Target Hexes that [10.3.1] Attacker’s Prerogative: The Phasing Player decides which attacking Throwing the die and consulting the he will voluntarily attack that Phase. appropriate Player’s Combat Tables, and units will attack which Target Hexes, in Restrictions then applying the result, is how a given any combination he desires, as long as all battle is resolved.  A unit with a Disorganized declared Target Hexes are attacked. marker cannot voluntarily The player who is initiating an attack is [10.3.2] Combining Units in a Battle: participate in an attack. called the “Attacker” and his opponent is Attacking units in one or more hexes may called the “Defender” in that battle  A unit with a white Combat strength combine their Combat Strengths and (regardless of the overall situation). cannot voluntarily participate in an conduct a single battle together. attack. Combat Phase Preparation [10.3.3] Adjacency: For an attack to be [10.1.2] Counterblows Step: After the resolved as a single battle, all of the A Combat Phase begins with the Phasing, Phasing player (i.e., the attacker) has attacking units must be adjacent to all of and then the Non-Phasing Player, declaring declared all his voluntary attacks; the Non- the Target Hexes. Within that restriction, a all of the hexes that will be attacked. This is Phasing player (the defender) may declare battle can involve any number of attacking followed by each battle’s individual additional Target Hexes that the Phasing units and Target Hexes. resolution. player must also attack during his Combat [10.3.4] One Battle Per Unit: No unit Exception: the French player declares most Phase. The Non-Phasing player may attack more than once per friendly of the French voluntary battles during his places his Counterblow markers Combat Phase, and no Target Hex can be Organization Phase (see the French player (blue for French/Allied occupied the object of more than one battle per aid sheet for the exact sequence). hexes and Gray-Green for enemy Combat Phase (not including For the French player, things are different. German-occupied hexes) on these Target Counterattack results; see 10.7.2) When he is the Phasing Player, he must Hexes not already containing a Target marker. [10.3.5] Multi-Unit Attacks: Attacking place his Target markers on the map during units in a single hex may attack one or his Organization Phase (except for his Restrictions more Target Hexes in a single battle. Note special Dark Blue Target marker). With that  The Non-Phasing player pays one (1) that if one or more such units attack, this one exception, this means the French must Initiative marker for each such Target hex does not obligate any of the other Phasing make “prepared” attacks against units that he so designates with a Counterblow Player’s units stacked with or adjacent to they began the turn adjacent to, whereas the marker. it to participate. Germans can roll up to French units during  The Non-Phasing player’s white-strength [10.4] Combat Strength Unity: A given the German Movement Phase and then units cannot participate in a Counterblow, unit’s Combat Strength is unitary; you declare their attacks! This represents some of but they do suffer their results. cannot divide it among multiple battles the major doctrinal differences between the during a single Phase. opposing armies.  Any of the Phasing Player’s adjacent units can respond to a counterblow, including Units that are stacked together need not The French player places Counterblow Disorganized units and those with White- participate in the same battle when attacking markers normally, however (10.1.2). print Combat Strengths. (or counterattacking; 10.7.2). Cases  Units in counterblow Target Hexes receive Conversely, all units in a Target Hex must [10.1] Declaring All Battles: Before no terrain benefits for that Battle (i.e., defend together. resolving any Battles, both players must combat shifts) when attacked by the [10.5] The Steps in a Battle: Battles are declare all targeted defender’s hexes. A Phasing player. Note that weather combat conducted via this Battle Procedure. You Target Hex is one containing forces of the effects do apply. must complete these Steps for each attack, in Non-Phasing (i.e., the defending) player that Why pay to have your units attacked and the exact order listed below: is adjacent to one or more hexes containing forego terrain advantages? forces of the Phasing (i.e., attacking) player. Battle Procedure Opportunity or desperation; you may have 1. Strength Step: Total the Combat The attacking player places a unsupplied units trying to break out; or want Target marker in each Target Strengths of: first, the attacking units; and to draw off units from your opponent’s then the defending units. Hex that he wishes to attack. He nearby, carefully planned attack; or seek out cannot put a Target marker on a weak unit in hopes of getting a CA combat 2. Commitment Step: The Attacker (only) Target a hex that already contains a result against it and punishing it. may commit one Blitz! or Counterblow marker. marker Shock! marker to the Battle, but The purpose of a counterblow is to seize an At the start of the game, the French player only if enough Mobile units are opportunity to unhinge your opponent’s participating in the Attack to has only 3 regular (white) Target/Coun- plans or advance your own cunning plan. terblow markers; he receives the special permit this commitment (see 10.6.2).

Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 7

Then, starting with the Attacker, each Table (otherwise, battles must be resolved Points that is in a City hex. The initial Ratio player may play one Event card that takes using the attacker’s Attrition Table). would be 24:2, or 12:1, which becomes a 6:1 effect during a battle. This occurs before  Support markers can only be committed (the maximum column before shifting). That is the die is rolled. Note that the Defender to a battle if at least half of the attacking shifted one to the left (1) for the defender’s makes his card play decision after the units are Mobile (i.e., have a red terrain and the attack would be resolved on the Attacker, with full knowledge of the Movement Factor) and are in supply. 5:1 Column. Attacker’s commitment (if any).  Support markers do not remain on the [10.7] What the Combat Results Mean: 3. Initial Ratio Step: Divide the attacker’s map. After their use, they are flipped Combat results are listed under each strength by the defender’s strength and and returned to the Unused Markers player’s respective Combat Results Table express this as an initial Odds Ratio (see Holding Box. on their Player Aid Sheets. Below are the the Combat Results Tables). Always drop details for applying those results:  Unused Support markers are carried fractions so that the math is “rounded off” BATTLE RESULTS: in the Defender’s favor. over from one Game Turn to another. They’re good until used. — = Indecisive Battle: No Effect For Example: 12 Strength Points attack 9; the  ratio is 1.33 to 1, which rounds down for the When you gain Support markers CA = Counterattack: The defender may Combat Results Tables to a simple 1:1 Odds through card Events, you cannot flip launch an immediate counterattack. Re- Ratio battle. If the Attacker could have Initiative markers that you already compute the odds; no terrain modifiers. mustered 14 vs. 9, the Odds Ratio would have possess! You can only gain them by CB = Counterblow: Place a Counterblow risen to 3:2. This simple Odds Ratio gives the taking unused markers that are currently marker on a single Phasing Player’s initial Odds Column used on the Attacker’s available for purchase. units’ attacking hex. These markers are Combat Results Table. So, contrary to previous No Retreat! games, not removed during that side’s Marker / Blitz! / Shock! markers do not provide a Unit Removal Phase, but are instead 4. Final Odds Step: Shift the initial Odds bonus column shift to an attack, but instead resolved as usual during other side’s Column (determined above) left and/or Combat Phase (i.e., during the next Player right as called for by the Terrain Effects allow the use of a different (and more effective) Combat Results Table. Turn).* If the Target Hex has a Fort unit Chart, weather, Support markers, armor, in it, this result is No Effect. or Event card(s) in play for that battle. All This represents mobile training, superior effects are cumulative and only the net doctrine, tactics and leadership, plus DW = Defender Withdraws: The Defender Odds Column shift is applied. This elements of surprise, airpower, logistical Retreats his units 1 hex. Attacking units determines the final Odds Column used. support, etc. may Advance 1 hex (only, no bonuses). If the Target Hex has a Fort unit in it, [10.6.3] Armor Bonus: When 5. Attacker Rolls Step. The Attacking this result is No Effect. player rolls a six-sided die and cross- an attacking force includes an indexes its result with the final Odds Armor type unit AND it is Panzer DR = Defender Retreat: Defender Retreats Column (determined in Step 4, above) to attacking infantry-type units or Tank his units 2 hexes. Attacking units may obtain the Combat Result. in a Clear or Forest hex, the Advance. If the Target Hex has a Fort unit in it, this result is No Effect. 6. Apply Result Step. With the Combat Attacker receives one shift to the right  Result known, it is now applied. This (1 ). DS = Defender Shattered: Defender might result in repeating the above Steps  Armor attacks against units with an retreats his units 3 hexes and they are due to a Counterattack, a unit step loss or Armor, Mechanized Infantry, or Disorganized. Attacking units may removal by either side, or a Retreat – Hedgehog-Defense Capable units do Advance. If the Target Hex has a Fort followed by a possible Advance After not receive this bonus. unit in it, this result is an EX. Combat.  This bonus applies once per battle, DD = Defender Destroyed: Defender [10.6] Combat Odds Shifts: When maximum, regardless of how many Retreats his units 4 hexes, they are adjusting the Final Odds Column (per Step 4, armor type units participate in it. Disorganized AND each defending unit loses 1 step. Attacking units may above), the following Subcases apply:  This bonus only applies when an armor- Advance. If the Target Hex has a Fort type unit is the Attacker in a battle, [10.6.1] Terrain Effects: The shifts unit in it, this result is 1 Fort Step loss never when it is the Defender (but it caused due to terrain effects are based and no Retreats. Attacking units may does apply when an armor-type unit is upon the defender’s hex or if all of the Advance if the hex is completely vacated in a counterattack situation). attacking units attack across the hexsides after the step losses are applied. listed on the Terrain Effects Chart (TEC).  This bonus does not apply during Bad EX = Exchange: Both sides lose 1 step. Weather Game Turns. If more than one hex is attacked at the Neither side Retreats or Advances. The same time, the Defender choses which [10.6.4] Odds Limits: Only the net shift loss must be from a Mobile unit if the single defending hex’s terrain will be applies to the final column used on !/Shock! Table was used. used. Combat Results Table. E/= Initiative: The German/French [10.6.2] Support Markers: When Whenever an initial (before shifting) or player gains one Initiative marker - OR - available to a player, a maximum of one final (after shifting) Odds Ratio exceeds one Battle Victory Point (his choice). If (1) German Blitz! or French Shock! 6:1, it is treated as 6:1. When less than 1:3, the Target Hex has a Fort unit in it, this marker can be committed to a battle, and an initial Odds Ratio is not shifted and result is No Effect. only when that player is the Attacker becomes an automatic CA result, as do (even in a counter-attack situation). final Odds Ratios of less than 1:3. *Thus, your Player Turn could begin with some enemy Counterblow markers already Use of these markers allows that player to For Example: 24 German Strength Points in place, meaning that either: use his Blitz!/Shock! Combat Result attack an Allied unit worth only 2 Strength

© 2012 Carl Paradis and Victory Point Games 8 NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0

A) You must attack those enemy units if [10.7.3] Counterblows (Involuntary Hedgehog Defense units (and the units your friendly units remain adjacent to them Counterattacks): A Non-Phasing player’s stacked with them) suffer the next higher during your Combat Phase; or counterblow (10.1.2) mandates Combat Result listed on the tables when B) You will have to move your friendly units the Phasing player’s involuntary they are defending (only). The hierarchy away during your Movement Phase to avoid counterattack in response. This is of Combat Results (which get progress- those battles (at which point the performed similarly to a regular sively better for the defender) are: DD  Counterblow marker has no effect). Counterattack in that the defender (i.e., the DS  DR or DW  EX  CB  CA Non-Phasing player) receives no terrain This can be a big decision!  E/. An initial “E/-” stays as is. shift modifiers, but: [10.7.1] Step Losses: Certain results cause For Example: A combat result of DS becomes a  The Phasing player is the attacker and DR result, which is better for the defender (thanks a step loss to either the defender’s (DD) or the Target Hex is the one denoted by a both sides’ units (EX). When these occur, to their Hedgehog Defenses). A DS becomes a counterblow marker (see 10.1.2). a full-strength, two-step unit is reduced DW on the Attrition Tables (as there is no DR (flipped over) to its reduced-strength, one-  Disorganized and white strength units result on these Combat Results Tables). step side OR a unit with only one step is can participate in these Counterblows, [10.7.6] Retreats: When required to eliminated (but see rule 14.9, Cadre but can never Advance After Combat Retreat, the defender must first move his Units). (10.8) if victorious. units one to four hexes (depending on the  When there is a choice, the owning  Remember that a Counterblow called specific Combat Result) further away player determines which of his units in for by the Combat Result Table (CB) is from the battle (i.e., they cannot zig-zag that battle suffer any step loss. resolved during the next Player Turn. so as to end up fewer hexes further away), Simply flip the Target marker to its toward a friendly supply source if Most Eliminated units are placed in the Counterblow side and place it on one Destroyed Units Box or, if that unit had possible, within the following restrictions: of the Phasing player’s Attacking hexes an Unsupplied marker on it at  Units cannot Retreat into hexes (of the Phasing player’s choice, if there the time of its elimination, it is containing an enemy unit, across is more than one such hex); even when a placed in the Surrendered Prohibited hexsides or off the map. CB result occurs during a Counterattack Units Box instead. (CA).  Exception: Allied units can Retreat off  the map through a French (blue) map Exception: place German and French You need to visualize this: Cadre units on the Turn Track when edge; place these units in the Southern eliminated (see 14.9). Counterblows placed through discarding France Box (see 8.11). Initiative markers during the opponent’s [10.7.2] Counterattacks: A CA result  Most units cannot Retreat into hexes in turn are diversions made by the defender to means the defender must decide to either: an Enemy ZOC unless there is also a force the Phasing player to commit some treat that battle’s outcome as No Effect friendly unit in that hex (i.e., friendly strength to attack those harassing units. and end it there, OR to conduct an units negate EZOCs for Retreat immediate counterattack. Counterblows placed by a CB combat result purposes.) See the exception below: (and thus resolved on the following Player If the defender counterattacks, remove  Red-Movement Allowance (i.e., mobile) Turn) are partial advances made by the any Support marker and discard played units can Retreat into hexes that are attacker that forces the opponent to either exclusively in Enemy Black-Movement cards for that battle. Go back to Step 1 in cede the hexes adjacent to that Counterblow the Battle Procedure and start a brand new Allowance (i.e., non-mobile) units’ marker during the next turn, or to deal with battle, repeating all of the Steps. ZOCs, but only if they can Retreat the threat directly by attacking it. while moving towards their own lines This new battle must include the exact [10.7.4] Forts: When the Target Hex same units that participated in the initial and Supply sources (i.e., you cannot contains a hexagon-shaped advance through enemy lines while Battle, only this time: 1) the Counterat- Fortified (a.k.a. “Fort”) tacking player is the attacker (and the Retreating!). unit, these outcomes are other player is the defender), and 2) no Thus, regular infantry units cannot easily changed: terrain shift modifiers are applied to this surround elusive mobile units!  A DR or DW becomes a battle (although other terrain effects that  Units can pass through and end their No Effect (‘–’). negate armor shifts and multi-hex advance Retreat stacked with friendly units, but still apply).  A DS becomes an EX. if an overstacking situation occurs at the  Unengaged Units: It could happen in  Ignore the Retreat part of a DD result end of a Retreat, it must be resolved counterattack battles that some units in a for all units in the Target Hex. (see 8.4.3). hex are being (counter) attacked, but  No Initiative or VP markers are  Retreating expends no Movement other units in that hex are not; this is awarded for that battle. Points; you just count hexes. allowed. Only participating units are  Remember, Forts and units stacked with affected by any step loss and CA Ignore the Hedgehog Defense rule (10.7.5). them never retreat; they ignore the Retreat results; stacked, unengaged units must part of DR and DD results. suffer any Retreat results. [10.7.5] Hedgehog Defense Units: When the Target Hex contains a unit If a unit is prohibited from Retreating, it is  A counterattack can lead to another with the Hedgehog Defense eliminated instead (see 10.7.1). counterattack, and so on until some other outcome takes place. These symbol and no Fortified units, [10.8] Advance After Combat: Following change the combat result as counterattacks, too, are conducted as per their Retreat or removal from their hex after follows: this Rule. the application of a DW, DR, DS, or DD combat result, if the Target Hex has become

Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 9 completely vacated, then attacking (non- weather turns only, continue on and Cases Fort) units may Advance After Combat. advance a third hex. [12.1] Sudden Death Victory: During the This means that those attacking units can Thus the French/Allies will be limited to a New Game Turn Victory Phase of the move into the Defender’s just-vacated hex one-hex advance after combat for most of the Sudden Death turns (indicated by a Death’s and possibly beyond. game, unless winning an overwhelming Head T symbol on the Turn Track; i.e.,  Advance After Combat expends no victory (via a DD result). This simulates Game Turns 3, 6, 9 and 12), one player Movement Points, nor do Enemy Zones of their slower, deliberate battle doctrine and might immediately win the game (unless the Control affect it in any way; you just low operational initiative. Anglo-French Union Event is in effect; see charge forward counting hexes. 14.13.2). Players check the Victory Point [11.0] MARKER / UNIT  A number of surviving attacking units up Track – the side (or sides) with their pictured to the stacking limit (8.4.2) can always REMOVAL PHASE symbol/color for the indicated Game Turn immediately wins if: advance into, and remain in, a Defending General Rule unit’s just-vacated hex.  It is French and the VP total is This Housekeeping Phase is when Unsup- less than or equal to (≤) than  Units cannot advance into hexes plied units re-check their supply status, and the number shown by his side’s containing an enemy unit, across some markers are removed from the map. Prohibited hexsides or off the map. symbol for the indicated Game Cases Turn. [10.8.1] Multi-Hex Advance: In a multi- [11.1] Marker Removal: Remove all hex advance, the first hex advanced into  It is German and the VP total is Disorganized markers on the Phasing must be a defending unit’s just-vacated equal to or greater than (≥) Player’s units (only); clear off all used Blitz! hex. After a DR or DS combat result, than the number shown by his and Shock! markers on the map, and return Mobile units, and all units after a DD side’s symbol for the indicated them all to the Unused Markers Holding result, can advance a second hex within Game Turn. Box. The Phasing Player’s Paratroop units the following restrictions for that second If neither player wins thus, and it is a French on the map are also removed from the game hex of advance: VP Game Turn (i.e., Game Turns 3, 6 or 9), at this time.  In Addition to the normal (see 10.8) and the VP total is one to three higher than [11.2] Resupply: All units with Unsupplied advance limitations, units cannot make a the number by the French symbol for that markers retrace supply at this time, multi-hex advance during Bad Weather Game Turn, advance the British Aid marker beginning with the Phasing (see 13.1). one square right on the British Aid Track. Player’s units and then the Non- In this case, the campaign is close-  French/Allied units cannot do a Multi- phasing Player’s units. Hex advance on a DR or DS combat fought and the British feel Those that cannot trace a valid Supply Path result before Turn #7 (see the note on confident enough to commit during this Step keep their Unsupplied the Turn Track), but they can always do themselves further to the French Campaign. markers. Those that can now trace a valid so on a DD result. For Example: It is the Victory Phase to start the Supply Path have those markers removed.  Units can pass through other friendly new Game Turn 9. Finding the T9 (Turn 9) Thus, unused markers on their Blitz! / units during this advance. If they end notation in the German-colored Shock! sides can be saved between turns for their advance stacked with other 16 box on the VP Track means later use, just as they can when they are on friendly units and overstacking occurs, that the Axis Player would win their Initiative side. it must be resolved (see 8.4.3). an immediate Sudden Death Victory if there are 16 or more  Advancing units need not follow the [12.0] HOW TO WIN Victory Points. defending units’ retreat path! After It is very important to make a study of For Turn 9 (T9), the French occupying the just-vacated defender’s these methods and procedures for keeping hex, multi-hex advancing units are free player finds a French symbol on track of how well players are doing. Many of the 10 box on the VP Track; this to go to any adjacent hex that is not this simulation’s ‘lessons’ are revealed otherwise prohibited. means that he would win if there through the victory conditions that motivate are 10 or fewer VPs.  Important: Units must cease their winning gameplay. That is, these Victory Advance After Combat immediately Conditions quantify the narration of this If neither player wins thus at the beginning of upon entering a Mountain, Ardennes game’s ‘story.’ Turn 9, AND if the VP count was 11, 12 or 13 Forest, City, Fortress or Marsh hex. (i.e., one to three higher than French T9 VP General Rule value), you would advance the British Aid Crossing a Major River or Fortified A Campaign Game (i.e., one played from marker on the British Aid Track one square. hexside also stops Advance After the first game turn with the goal of playing Combat (c.f.: Terrain Effects Chart). No Retreat! 3 [12.2] French Automatic Victory: During to the last game turn) of is any Victory Phase, the French win if the This means that if the Defender’s just- won in different ways: Victory Point Total is Zero or less, as vacated hex is, for example, a Marsh hex, 1) By gaining Victory Points to achieve a indicated on the VP Track. At that point, the then no multi-hex Advance After Combat Sudden Death Victory during play, OR French player wins the game automatically. can take place. Advancing units would have to stop their advance right there in that hex. 2) By a French or German Automatic Win [12.3] German Automatic Victory: During during play, OR any Victory Phase, the Germans win if the [10.8.2] Panzer Advance Bonus: All 3) By an End of Game Victory Determin- Victory Point Total is Twenty or more, as German Armor-type units whose multi- indicated on the VP Track. At that point, the hex Advance after Combat has not been ation. Shorter scenarios have their own Victory German player wins the game stopped in its second hex due to the above automatically. terrain considerations may, during Good Conditions listed with their instructions.

© 2012 Carl Paradis and Victory Point Games 10 NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0

[12.4] End Game Victory: If neither player 1914. Hitler’s regime cannot rally the B) Reminds players that the British has won by the end of Game Turn 12, (or loyalty and support for the nation as Support Track Event #6, earlier if a French Armistice is declared the Kaiser did, and the plots to kill Anglo-French Union! has using Event card #1 on Game Turns 9 him and dismantle the Nazi regime occurred and is active. This through 12 when the 3 hexes of Paris are progress rapidly, culminating in a is denoted by flipping this German-controlled; see 13.4 - section 9-12, Putsch orchestrated by the marker over to its other side. in the Reference section) then the victorious conservatives on the General Staff [12.5.5] Keep the VP Count Current: It side is determined according to the following who negotiate a status quo ante is important to maintain a current VP procedure: bellum and spare Europe years of count. A complete audit should be made 1. Remove all of the Open City markers agony and suffering. during each Victory Phase. from the map, if any, and add those Cities’ [12.5] VP Scoring Schedule: Players earn Remember, End Game VPs are not added VPs to the On-Map/Unit VPs. VPs for control of certain hexes and by to this total. Those VPs are only added 2. Add the On-Map/Unit VPs to the End causing enemy units to surrender. when an End Game Victory is checked, Game VPs. Do not include the Battle Additionally, Event Cards can award VPs. and never during Game Turns (12.4). See the Player Aid Mat for specifics. VPs (i.e., the round Battle marker) in this Battle VPs (not counted at End Game): total! Compare this sum to the appropriate Key Concept: Only the German player section below: scores Victory Points. French actions +1 VP for each Paris City hex captured by Advance After Combat.*  20 VPs or more (or a German subtract Victory Points from the German’s Sudden Death or Automatic running total. +1 VP for each German Battle Victory): Deutschland Über Alles! [12.5.1] Controlling on-Map VP Hexes Victory Point gained in – German Major Victory. The bulk and Areas: A Victory Point hex is combat. of the British Expeditionary Force controlled by a side if its units were the -1 VP for each French Battle Victory surrenders. Operation Sealion last to pass through or occupy it. Point gained in combat. looms as a dangerous and viable At the start of the game, the Germans -2 VPs for triggering the Aid Pledged threat. Churchill is replaced as control all of the hexes in Germany; the British Aid Track Event #2. Prime Minister by who Lord Halifax Allies all of the hexes in France. The *The +1 VP for a Paris City hex captured begins armistice negotiations with remaining hexes (Holland, Belgium, by Advance After Combat applies to both regime. It is probable that Hitler’s Switzerland) are neutral (controlled by sides. Consequently, the Allies are penalized Operation can succeed Barbarossa nobody) until and unless invaded by the thus if they re take such a hex in combat! with the Soviet Union collapsing in Germans, at which time their hexes WWII much as it did in WWI. immediately become Allied controlled. On-Map/Unit VPs (always counted):  15-19 VPs: Drang Nach Osten! – [12.5.2] Controlling Switzerland: You +1 VP for each Allied unit that is in the German Victory. France falls and control Switzerland if, and only if, you Surrendered Units Box. the German begins the have a friendly non-Cadre unit inside that -1 VP for each German unit that is in the , an aerial prelude to country and keep it there. This means: Surrendered Units Box. the invasion of England. Churchill, 1) All enemy forces in Switzerland are +1 VP for a German-controlled however, rallies his nation and gone. 2) You have occuppied that country. Switzerland Area. Britain endures the Blitz waiting for a 3) You maintain that occupation. strategic turn of events. This would +1 VP for each German-controlled OR [12.5.3] End Game VPs: These Victory come when Germany attacks the isolated Maginot line Area. Points are scored only if and when the Soviet Union in 1941. This is the +1 VP for each German-controlled Port or game goes into an End Game Victory historical result. Non-Open City hex (see 14.10). situation (see 12.4). Important: End  10-14 VPs: Liberté, Liberté chérie! Game VPs are not accounted for on the End Game VPs (counted only at End – French Victory. The Germans fail VP Track and thus do not count for either Game): to achieve the victory they require in Sudden Death or Automatic Victories. +1 VP for each German Mobile unit this campaign and stare once again [12.5.4] VP Markers: The round Battle moved off the west or south map edge at the prospect of a long war in VP marker is used to track the through a French (blue) hexside. France, just like the last one. net VPs earned through some Because France endures, Operation +1 VP for each British unit in the Combat Results on the Combat Barbarossa is not launched as the Destroyed Box (this includes the Results Table, plus certain Germans plan for a renewed attack Franco-British Reserves unit). Events on the British Support Track. in France in 1942. Stalin seizes his -1 VP for each German unit in the opportunity and invades western It cannot go higher than six (+6) VPs, nor Destroyed Units Box. Poland and Germany in the late lower than minus six (-6) VPs. Any -2 VPs for each British unit in the summer of 1942, as he had been excess Battle VPs beyond those extremes Evacuated Units Box. planning. are lost (ignored). +X VPs for Each Successful Plan (see The square  9 VPs or Less (or a French (two-sided) VP marker: 12.7). Sudden Death or Automatic A) Shows the Overall VPs for -X VPs for the End Game VP score on Victory: Conduis, soutiens nos the Game (determined by the Turn Track’s current turn, if any bras vengeurs! – French Major adding the On-Map/Units VPs (e.g., for an Armistice Event ending). Victory. The Germans are severely to the VPs shown by the checked, much as happened in round Battle VPs marker).

Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 11

[12.6] How to Work the VP Markers: The B. German Intelligence Step: The German and trust their opponent to play a strictly square VP marker always reflects the player secretly draws one (1) card from honest game. Game’s current total score; this includes the French Deck, looks at it, and removes For Example: The French player has card F3 the value of the round VP marker and that Plan card from the game. He is (Plan E 1938) as his plan during the End Game excludes the value of any End Game VPs. certain that is not the French Plan, even if Scoring. His Plan markers in the Secret Plans For Example: On Turn 5, the French player the French change plans mid-game! Box are A, X and C. The X marker scores retakes one of their lost cities. Since the VP C. German Plan Draw Step: The German nothing, the A marker scores -6 VPs and the C marker always reflects the Germans’ score, the player secretly draws one card, keeping it scores -4 VPs, for a total of -10 VPs. square Victory Point marker is reduced by one if it is a labeled with a “K.” [12.7.2] Changing Plans: Players can (-1) box to reflect the French’s city recapture. In If it is labeled with a “D,” he can show the change their Plan card during play by effect, the Germans lost one (-1) VP when the card to the French player and either return using a particular Event card to do so; French recaptured that city. it to his deck OR remove it from the game namely card #22 (OKW Staff) for the The round Battle VP marker is used as a (thus giving the French player some free Germans and card #16 (GHQ reminder to reflect the current net score of intelligence). The German player then Reinforcements) for the French. Combat and Event-gained VPs (only). reshuffles his Plan cards and draws again. Procedure: When exercising this Event The value of that round Battle VP marker is He can do this only once, and must play card option, shuffle your Current Plan card added to (or subtracted from) the On- with that second Plan card draw, even if it together with your other, unused Plan Map/Units VPs, and thus their sum is is a redraw of his first card draw! cards, and draw one. Unlike during set up, always reflected by the current value shown D. French Intelligence Step: The French there is no redraw allowed – whatever for the square VP marker. player secretly draws one (1) card from Plan you receive on that card, it becomes [12.7] Secret Plans (also see 14.14): During the German Deck, looks at it, and then your new Current Plan. set up, players randomly draw, and keep removes it from the game. He is certain Exception: You cannot change plans after secret, one of their Plan cards. The drawn that is not the German Plan, even if the Game Turn 8 (since Turn 9 is the last turn card determines the strategic goals set by Germans change plans mid-game! for scoring). their Supreme HQ and/or Political Leaders. [12.7.1] Plan Scoring: During each Thus, you could end up with the same Plan Scenario set up instructions Card # Sudden Death Phase (of Game Turns 3, 6 card that you had before! and 9), both players check their respective D = Draw; Note also that you can “bluff” in that you do Plan cards to see if they have K = Keep not have to follow or tell your opponent all accomplished that card’s Plan Objective of the plan’s instructions if they are not for that particular Sudden Death Turn. mandatory. For example, on a new Plan card  If the condition(s) on that card for that drawn mid-game, the French player need Plan A, B Sudden Death turn are met, that player and C goals not reveal its “+1 Bonus Movement Point” places, Plan-side down, his on Turn 1.” corresponding lettered Plan marker in the Secret Plans GAME CREDITS Box at the top corner of the map. It is Game Design: Carl Paradis revealed for VP scoring during the End Documentation and Development: Carl Game Victory Phase (12.4) only. Paradis & Alan Emrich  If the condition(s) on that card for that Special Game Map: Tim Allen instruction Sudden Death turn are not met, that Playtesting: Xavier Delenclos, Arnaud de player can either: A) put no Peretti, Philippe Vialet, Patrick Receveur, David marker in Secret Plans Box (in Chauvel, Andrei Shlepov, Dieter Schlaepfer, Turn this condition is checked Victory Point value effect, admitting failure for his Benoit Larose Each plan has three VP objectives that are opponent to see), or B) place Proofreaders: Bill Barrett, Brad Bernstein, checked for scoring during each Sudden in his Dummy (“Plan X”) marker in the Rasmus Larsen, Jason Malloy, Rick Partin, Death Phase (i.e., on Game Turns 3, 6 and Secret Plans Box (to fool the opponent). Arnaud de Peretti, Leigh Toms 9). Case 14.14 in the Reference section of Dedication: This game is dedicated to the If and when the game ends in an End French soldiers of the 3rd Division Légère this booklet explains Plan cards’ effects in Game Victory (12.4), these Plan markers Mécanique, who fought victoriously against detail. Plans are drawn in the following are turned over and compared to the Hitler’s Panzers at Hannut, Belgium, in May of sequence: scoring value on their owning player’s 1940. A. French Plan Draw Step: The French current Plan card. Those VPs are added to player secretly draws one card, keeping it (or subtracted from) the Game’s total even if it is a labeled with a “K.” if they were earned under a previous Plan If it is labeled with a “D,” he may make a card that has since been replaced (see redraw by showing the card to the German 12.7.2). player (to verify the “D” label), putting it Trust: Because you can score Plan VPs back in the deck, reshuffling, then drawing under one Plan and end the game operating again. He can do this only once, and must under another (12.7.2), it is important to play with that second Plan card draw, realize that it will be impossible to verify if even if he draws the same Plan card VPs earned under a previous Plan card are again. legitimate. Players will have to be careful, Proudly manufactured and therefore, when gaining their Plan markers assembled in the USA

© 2012 Carl Paradis and Victory Point Games 12 NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0

leadership, support assets (vehicles, artillery, [14.0] SPECIAL UNITS/RULES Reference Section airplanes), troop replacements, etc. To review and summarize the effects of [13.4] Game Turn Effects: The text in the R0B ULES EXCEPTIONS some special units, markers and rules: Game Turn boxes reflect these effects as Here is a summary of the rules exceptions listed in chronological order (by Game Turn [14.1] Regional and Fortified Units: affecting the French player over time: number) below: Regional Infantry units ( ) have the following movement restrictions until Turn  No attacks on Turn 1. 1 – No Allied Combat: During Game Turn 7:  No stacking units before Turn 3 (8.4.4). 1, the French player cannot initiate  French Regional units cannot move to  combat or counterblows. No entering an Ardennes Hex before Turn hexes that aren’t in or adjacent to Maginot This reflects German surprise after the long 6 (8.8). line hexes.  “Phony War” period during the past winter. No Extended Advances after Combat  German Regional units cannot 2 – Reserves Allowed: Beginning on this before Turn 8 (10.8.1). move to hexes that aren’t adjacent turn, and for the rest of the game, both  Combat Declarations are made in the to German Frontier hexsides. players can add units to the Reserve Box. French Organization Phase (only) for the  Dutch, Belgian and Swiss Regional units regular (white) Target markers. A maximum of one such unit per turn is allowed, and at a cost of one Initiative cannot leave their respective home [13.0] GAME TURN EVENTS marker per unit. countries.  If such a move is made involuntarily (e.g., When conducting a Game Turn’s House- This represents rail movement, operational reserves and reactive redeployments. via a combat or event card), the affected keeping Phase, Turn Track Events (and unit (only) is freed from the restriction. other features of interest, including the 3 – Allies Can Stack: The French player weather, Support marker availability, can now stack his square units together  The Swiss unit cannot Retreat. Change Sudden Death turns, etc.) are noted (where (but see 8.4.4). the Retreat portion of a combat result to an EX result when it involves the they have a lasting effect) or applied (when The operational performance of the relatively Swiss unit (it takes the loss even if the effect is an immediate, one-time inexperienced French and Allied troops with Allied units). occurrence). began poorly when compared to the [13.1] Weather: Place the weather marker experienced Germans troops who had Fortified units have the following restrictions on its space on the Player Aid Mat to denote recently won the Polish Campaign. at all times: that turn’s weather: 4 – Change Plans: Starting this turn, both  Fortified units cannot voluntarily Good Weather Effects Players can change their Plans should the Attack (10.1.1), but they can Attack in response to a Counterblow (10.1.2). There are no special effects. opportunity present itself (12.7.2).  Fortified units do not suffer the effects Bad Weather Effects 5 – Halt Order: The French Halt Order Event card is playable as an Event for the of any Retreat outcomes in As listed on the Terrain Effects Chart: rest of the game (14.11). combat.  All units have a maximum 6 – Ardennes: The French player’s units  Lost steps from Fortified units Movement Allowance of four (4) can enter the Ardennes hexes for the rest are irreplaceable. When Movement Points. of the game. eliminated, place these units in the  Surrendered Units Box. There are no Armor Bonus shifts (10.6.3) This area was considered impassable by the in combat. French High Command. Consequently, only [14.2] French Allies: Holland,  Multi-hex Advance After Combat (10.8.1) small detachments were sent to cover and Belgium and Switzerland become is prohibited (i.e., units can only advance hold it. French Minor Allies if and when any German unit moves into their country into the Defender’s hex). 7 – Free Regional: Both sides’ Regional or attacks them.  Shock! / Blitz! markers cannot be used. units can move without restrictions   You cannot drop Paratroops (14.8). for the rest of the game (see 14.1). When this happens, the French player controls them for the rest of the game. [13.2] Sudden Death (T): At the beginning 8 – Allied Advance: The French player’s  of this Game Turn (3, 6, 9 and 12), during Mobile units can make Multi-hex The Swiss are always in supply. The the Victory Phase, check for Sudden Death Advances after DR and DS combat others trace Supply in the same way that Victory (12.1) and Plan Scoring (12.7.1). results (10.8.1) for the rest of the game. other Allied units do. [13.3] Initiative markers: Both Players Initial Allied tactics were in the deliberate [14.3] Armor-Type Units: These represent receive a set number of Initiative style of a WWI advance – notoriously timid large tank formations. They are markers in the Organization in regard to exploiting success and plagued disadvantaged when moving through Phase of their own Player-Turn, by bad unit communication. difficult terrain (having higher Armor Movement costs on the as indicated by their symbols on 9-12 – Game Ends “-x?”: The game will Terrain Effects Chart), but receive the the Game Turn Track. end this turn if an Armistice occurs by following advantages in battle: For Example: On Turn 5, the German player playing card #1’s Event. Immediately receives three Initiative markers and the French stop the game and compute the End  A one-column shift to the right () when player receives one Initiative marker. Game Victory (12.4) with the indicated Attacking (or Counterattacking) most infantry-type units defending in a Clear Initiative markers are the game’s currency, negative VPs being scored. hex during a Good weather turn (10.6.3). allowing players to do important things. They represent supplies, operational

Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 13

 German Panzers enjoy an additional hex  The Allied stacking limit is doubled in that Both Sides: If this marker is alone in a hex, of Advance After Combat on Good hex (only). that hex is considered captured, as if by a weather turns (10.8.2).  All DW and DR (Defender Retreat) square German unit.  Two of the Allied single-step combat results become EX (Exchanges). These markers cannot be attacked; they are Tank units cost two Initiative  Units cannot voluntarily attack out of a automatically removed from play during the markers to replace, as indicated in hex containing the Evacuation marker. next player’s Marker/Unit Removal Phase. their reverse sides.  The Axis cannot use the Blitz! Combat The three Paratroops represent Elite forces [14.4] Mechanized Infantry: These are Table against that hex. that Germans used to great effect against better-motorized formations with Eben-Emael, in Holland, and commando  This marker can absorb one step loss and, strong supporting tank and anti- operations to capture enemy bridges. armor capabilities. They move as if eliminated, it is permanently removed from play. Cadre Units infantry-type units (i.e., paying the Other Movement costs on the TEC). [14.8] German Paratroop Markers: These German Kampfgruppe and Allied units have no steps. After their Groupement units are collectively called When defending in combat, the Attacker placement on the map, they are “Cadre” units. does not receive the Armor Attack Bonus (see 10.6.3) against them. removed from play during the next [14.9] Cadre Units: Cadre units represent a Marker/Unit Removal Phase. hodge-podge of stopgap units and [14.5] Mobile Units: These units are better- For Example: If this marker is placed on the map Army remnants, put together as equipped motorized formations and during the French Reserve Phase, it is removed ‘scratch’ formations to plug an trained assault troops. They are from play in the German Marker/Unit Removal immediate hole in the line. They are also a identifiable by their red Movement Phase. core body of veterans around which a regular Allowance. unit can be reformed. Airdropping  At least half the attacking units in a battle Cadres have only one step and cannot Placement: When Airdropped, that marker must be comprised of Mobile troops in initiate Voluntary Attacks (10.1.1). They can must “land” in a hex that has no more than order to use the Blitz! or Shock! Combat participate in counterattacks and against one Allied unit it and is within six hexes of a Results Tables (10.6.2). counterblows (10.1.2). German Frontier hexside.  Only Mobile units can perform a Multi- [14.9.1] Cadre Reinforcement Arrival:  The Germans can drop more than one in a Hex Advance after Combat (10.8.1). When received as Reinforcement, Cadre hex. [14.6] Hedgehog Defense Units: The units are not placed in the Reserve Box;  reverse sides of some Allied and They can only be placed on the map they are instead placed in the CadreU Units

German units sport a Hedgehog during good weather. They are placed HoldingU box for later placement. from the Reserve Box at the start of either symbol between their numbers. [14.9.2] On-Map Placement: Cadre units Player’s Reserve Movement Phase and  When defending, this unit negates the in the CadreU Units Available box cannot move once placed. attacker’s Armor bonus (; 10.6.3). can be voluntarily placed on the  You must put all the markers you want to  They (and units stacked with them) suffer map by their owner in hexes Airdrop on the map before resolving any a lower combat result when defending, where a friendly (non-Cadre) unit of their landings. unless if stacked with a Fortified unit was just eliminated (10.7.1) to fulfill the (10.7.5). The order is: DD  DS  DR When dropped, place that marker on the step loss requirement of a DD or EX or DW  EX  CB  CA  E/. An map on either side, then draw an Event card result. Removal of a non-cadre unit from (do not resolve any Events on it): the map by any other means does not initial “E/” stays as is. A- If there’s a German Cross on the card, allow a Cadre unit’s placement in that These units have learned to resist and there’s a fort unit in the hex, that removed unit’s hex. tactics. For other units, this represents fort takes a one (1) Step Loss. B [14.9.3] Removal from the Map: When prepared/fortified positions, such as the removed from the map for any reason, a Siegfried Line. B- If there’s a French Roundel on the card, flip the Paratroop marker over. Cadre unit is placed on the Game Turn [14.7] The Evacuation Marker: This Track to arrive on a future Game Turn as a marker functions as the embar C- If neither of those symbols appear on reinforcement, as indicated on the back of kation point for Allied units that card, immediately remove that their counter (e.g., “Back in one turn” or evacuated from the continent (7.8). Paratroop marker from the game. “Back in two turns”). It represents a hastily-fortified port perimeter It is possible for there to be two symbols on If there is already a friendly Cadre unit and the determination to hold it. the same card; in that case, both A and B scheduled to arrive as a reinforcement on are applied to the same drop.  This marker can only be placed from the that same Game Turn, that Cadre unit is Reserve Box to a friendly Port hex during Paratrooper Effects: There are two sides to placed instead on the following Game the Reserve Phase, and vice-versa. this marker, each with its own distinct effect: Turn box where there is not already a Cadre unit scheduled to arrive. That is,  One Unsupplied unit (only) stacked with +2MP side: Enemy units entering each player’s Cadre units arrive at a rate the marker can evacuate during the French that hex must pay two extra (+2) Organization Phase each turn. Movement Points. of one per Game Turn, maximum.  Event card #24 (Operation Dynamo) also No TEC Side: Enemy units in this marker’s Note that this means a Cadre does not go allows an Unsupplied unit stacked with it hex receive no defensive hexside into the Surrendered Units box, nor will it to be evacuated. terrain benefits, and friendly score the opponent 1 VP. units do not have to pay hexside [14.9.4] Replacement Locations: In Movement costs when entering that hex. addition to those locations described in © 2012 Carl Paradis and Victory Point Games 14 NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0

Rule 7.5, Eliminated and Surrendered the start of the French Combat Phase, not Anglo-French Union Events are units that are Replaced as per 7.0 can also at the start of the French Movement immediately applied (see 14.13.2). be placed in a hex where there is a friendly Phase like the other (white) Target Remove the British Aid marker from Cadre unit that can trace an overland markers (see 10.1). play; you no longer need the British Aid Supply Path (6.1) to a friendly map edge [14.13] The British Aid Track: It is used to Track. or Port. When so placed, remove that keep track of the Support Level the British  7th Army Units in Reserve: The French Cadre unit from the map and place it on Government is willing to give to their French player may set up the two 7th Army units the Game Turn track as per Case 14.9.3. Ally on the continent. in the Reserve Box. In effect, that eliminated unit is “rebuilt” [14.13.1] Track Marker: The British  +1 MP for units on Turn 1: Each French on the front lines around a surviving Cadre Aid marker denotes the status of this track. and British unit can spend one extra (+1) formation. It begins the game in the “No Assistance” Movement Point on the first Game Turn [14.10] Open City Markers: This marker box. (only). represents cities that The Allies have It can advance on the track during a  No “Ardennes” Surprise: Rule 9.2 (#2) yielded without a fight during the Sudden Death Victory check (12.1) or does not apply for the rest of the game campaign. when the Event card #22 (Winston (i.e., the German player cannot Release  They are added to the Reserve Box during Churchill) is played. Reserves into any Ardennes hexes). the French Reinforcement Phase of [14.13.2] Track Events: When the  You can invade Switzerland: The Game Turn 2. British Aid marker is advanced German player is allowed to invade  They enter play according to the on the track, resolve that box’s Switzerland (normally he cannot). instructions of Event card #25. event, as explained below:  You cannot Attack Holland’s units: The  Cities with an Open City marker do not  No Assistance – Nothing happens. German player cannot attack those units, score VPs for the German player until an  Aid Pledged – Subtract two (-2) VPs to or drop paratroops in the same hex as End Game Victory occurs (12.4). the total Battle Victory Points. Flip the those units. He can enter Holland. [14.11] Halt Order Marker: This British Aid marker over as a reminder.  5 Mobile Units in Reserve: The German marker represents the German  No Evacuation – Remove the player must set up five (5) Mobile units in “Halt Befehl” plus a few other Evacuation counter from the game. the Reserve Box. operational pauses.  Support Sent – The French player [14.15] Plan Card Goals: Below are  It goes in the Reser ve Box in the French immediately draws two extra cards. explanations for some of the more specific Reinforcement Phase of Turn 4. Plan Victory Point Goals:  RAF Fully Committed – The French  If it is in the Reserve Box, it enters play player receives the RAF Shock! marker.  No Regional units have voluntarily left the Maginot line: Units eliminated or according to the instruction of Event card  Anglo-French Union – Flip retreated due to combat (only) are exempt #17 (Halt Befehl). When played, place this the Square Victory Point from counting toward this goal. marker on the Turn track to arrive two marker to its Anglo-French turns later as a regular French Union side to mark this  Control all hexes of Paris: All 3 hexes, Reinforcement. Event. Then… including the city of Paris, must be The German OKW’s order stopped the controlled to count for all goals.  Remove all the Open City markers Panzer advance right after they reached the from the game (recalculate map VPs)  All British Units are on the Map: The sea to regroup and wait for the infantry Mixed Reserve unit does not count; only  A French Armistice is no longer support, allowing the British to evacuate. the 3 tan British units do. possible when playing Event card #1. For Example: It is Turn 6, and the Halt Befehl  The Maginot line is Out of Supply: No  A Sudden Death Victory (12.1) can no marker is in the Reserve Box, thus the Event on French Maginot line hexes can trace an card #17 can be played now. After doing so, the longer happen. Overland Supply route (6.1). Halt Befehl marker is put on Turn 8, to arrive as a  The French player receives the Brit- reinforcement in the Reserve Box. Note that ish Aid counter and markers (14.12). [15.0] OPTIONAL RULE afterward, card #17’s Halt Order Event is useable  The French player receives one extra This rule is not usable in the Historical Game again if the French player gets that card back into (+1) card per turn during his Draw (Scenario B). his hand! Phase (5.2). [15.1] Better French Armor: At the very [14.12] British Aid Counters/Markers: This Union Event is a new “Miracle of the start of the game the French player can There are 3 of these, identified by their Marne” and Allied resolve to fight to the replace the regular one step 2-4 “De Gaulle” “BA” reinforcement number. They appear bitter end. “We shall Never Surrender!” counter with the optional two-step 4-4 De with an Anglo-French Union 3B Gaulle Tank counter. (14.13.2). [14.14] Plan Cards Set-up Instructions:  If this option is chosen, the French player  RAF Marker – This Dark Blue The Plan cards all have special At Start set- up instructions for the game. must also eliminate at start any two (2) round Shock! marker is usable Maginot line Fortified units (the hex- for free once per turn.  Remove in Historical Scenario: When shaped counters). The German player  Reserves Counter – This unit playing the Historical Scenario, remove does not receive Victory Points for this. can stack and attack with both these cards from play before drawing your Plan card. This represents the French Government British and French units. listening to some of De Gaulle’s pre-war   Enhanced Target Marker – If Redrawn = Anglo-French Union! : If arguments, spending less on Fortifications This dark blue Target marker is used at this Card is drawn a second time, the No and more on Mobile units. Evacuation, RAF Fully Committed and Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 15

[15.0] SCENARIOS 7. Note the Game Turn 1 Events, including: 8. As an exception to the normal rules, the German player may drop, before play There are four Scenarios: The Regular  No Allied Combat: The French player cannot initiate voluntary attacks with his starts, any or all of his Paratroop Game allows for some “What if” historical markers. explorations via the Plan cards, while the units on Game Turn 1. 9. After completing these Steps and noting Historical Game limits the Plan Options to  No Reserves: Neither player can add the above Rules, the German player give a less variable storyline to the flow of units to the Reserve Holding Box on commences Game Turn 1 with his play. The Simulation Game and Operation Game Turn 1. Organization Phase. Dynamo both commence play after some Game Turns have already occurred historically, allowing the players to pick up the action at that point. All the Victory Conditions are the same as in the Campaign Game. A. THE REGULAR GAME Set Up Procedure 1. Place the round markers in the Unused Markers Holding Box. The German player receives seven (7), and the French player five (5), Initiative markers, on their respective Cross/Roundel side. These begin already purchased and ready for use. 2. Place the round Game Turn marker in the ‘1’ box of the Game Turn Track with its German side up. Place the square Victory Point marker in the ‘2’ box of the Victory Point Track with its German side up, and the round Battle Victory Points marker in the ‘0’ box of the VP Track. These Victory Points reflect the Axis control of Aachen and Saarbrucken. The Weather marker sets up with its Clear side up, and place the British Aid marker in the “No Assistance” box on the British Aid Track. 3. Each player takes their remaining square and hexagonal units and turns them face- up (i.e., with their full-strength side showing). Place those with a Reinforcement Number or letter in the corresponding Turn Box on the Game Turn Track. 4. Beginning with the French player, both players draw their “Secret Plan” card as per Rule 12.8. 5. Both players place their remaining units on the map as shown on the set-up map, the French player first. During setup, the German player can place up to six (6) of his starting square units (plus the 3 Paratroop markers) in the Reserve Box. 6. Shuffle the deck (of non-Plan cards) and place them face-down along the southern edge of the map forming the Draw Pile. The German player draws 6 cards into his hand, one at a time (playing the “Must play” cards normally). The French player starts with no cards in hand simulating lax Allied preparations following the long wait of the Phony War period and the Germans’ surprise attack.

© 2012 Carl Paradis and Victory Point Games 16 NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0

7. Note the Game Turn 2 Event: Reserves 9. After completing these Steps and noting B. THE HISTORICAL GAME Allowed. the above Rules, the German player Set Up Procedure 8. As an exception to the normal rules, the commences Game Turn 2 with his Card Follow the exact same set-up instructions as German player may deploy onto the map, Phase. in A. The Regular Game, from Steps 1 to 9, before play starts, any/all of his units in altering Step 4 (only) as follows: the Reserve Holding Box, as per the  Before drawing his Secret Plan, the Reserve Rules (see 9.2). French player removes from the game the Plan card F5 (Initiative!*).  Before drawing his Secret Plan, the German player removes from the game Plan card G2 (Anweisung No2). C. THE SIMULATION GAME Set Up Procedure 1. Place the round markers in the Unused Markers Holding Box. Both the German and the French player receive four (4) Initiative markers, on their respective Cross/Roundel sides. These begin already purchased and ready for use. 2. Place the round Game Turn marker in the ‘2’ box of the Game Turn Track with its German side up. Place the square Victory Point marker in the ‘6’ box of the Victory Point Track with its German side up, and the round Battle Victory Points marker in the ‘0’ box of the VP Track. The Weather marker sets up with its Clear side up, and the British Aid marker is placed in the “No Assistance” box on the British Aid Track. 3. Each player takes their remaining square and hexagonal units and turns them face- up (i.e., with their full-strength side showing). Place those with a Reinforcement Number or letter in the corresponding Turn Box on the Game Turn Track. 4. The German player takes Plan card G5 (Fall Gelb No5). The French player draws one Plan at random from cards F1 (Plan Dyle A) or F2 (Plan Dyle B). Both players can change Plans (12.8.2). Also:  The French player removes from the game Plan card F5 (Initiative!*).  The German player removes from the game Plan card G2 (Anweisung No2). 5. Both players place their remaining units on the map as shown on the set-up map. 6. Shuffle the deck (of non-Plan cards) and place them face-down along the southern edge of the map forming the Draw Pile. The German player draws, one at a time, 6 cards into his hand, keeping any 2 he chooses (playing the “Must play” cards he opts to keep normally), and discarding the remaining 4. The French player then draws 3 cards into his hand, (playing the “Must play” cards normally), keeping all 3 (that were not “Must play” cards).

Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 17

D. OPERATION DYNAMO Set Up Procedure 1. Place the round markers in the Unused Markers Holding Box. The German player receives three (3), and the French player two (2), Initiative markers, on their Cross/Roundel side. These begin already purchased and ready for use. 2. Place the round Game Turn marker in the ‘4’ box of the Game Turn Track with its German side up. Place the square Victory Point marker in the ‘10’ box of the Victory Point Track with its German side up, and the round Battle Victory Points marker in the ‘1’ box of the VP Track. The Weather marker sets up with its Clear side up, and the British Aid marker is placed, with its “-2 VPs” side up, in the “Aid Pledged” box (that Event has already happened) on the British Aid Track. Both players’ Plan A markers are placed in the Plan Box (they have both success- fully completed their respective A Plans, so there is no need to put them on their “unknown” sides for this scenario). 3. Each player takes their remaining square and hexagonal units, placing those with a Reinforcement Number higher than 3 or better in the corresponding Turn Box on the Game Turn Track. 4. The German player takes Plan card G5 (Fall Gelb No5). The French player draws one Plan at random from cards F1 (Plan Dyle A) or F2 (Plan Dyle B). Both players can change Plans (12.8.2). Also:  The French player removes from the game Plan card F5 (Initiative!*).  The German player removes from the game Plan card G2 (Anweisung No2). 5. Both players place their remaining units and the indicated markers on the map as shown. 6. Shuffle the deck (of non-Plan cards) and place them face-down along the southern edge of the map forming the Draw Pile. The German player draws, one at a time, 4 cards into his hand, keeping any 2 he chooses (playing the “Must play” cards he opts to keep normally), and discarding the remaining 2. The French player then draws 2 cards into his hand, (playing the “Must play” cards normally), keeping all 2 (that were not “Must play” cards). 7. Note the Game Turn 4 Event: Change Plans. 8. After completing these Steps and noting the above Rules, the German player commences Game Turn 4 with his Card Phase.

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[16.0] EXTENDED EXAMPLES Finally, the REINHARDT Panzer unit Next, the German player opts to resolve the moves into Weitersheim’s place, paying 5 southernmost battle against the Maginot line: Movement Example MP to do so, and stopping because of the a long shot, as we shall soon see. It is the German Movement Phase of Game EZOC. Note that it could have moved to the Note that Fortified Maginot Area is treated Turn 2 – Scenario A. adjacent hex containing both the Hoth and as a single, very large hex! As shown in the The German player had previously put on the 12th Army units, as Reinhardt is a red- illustration, there are the four units there that the map some Panzer units (Guderian and dotted unit, and thus does not count for must all be attacked, as they are all stacked Hoth) from the Reserve Box in the previous stacking (8.4.2). in the area. French Turn (you can put units on the map Combat Example The 3rd Army and all three Maginot 3 Forts even during the opponent’s Reserve Phase, After the Movement Phase, the German are engaged by the 16th Army(a) and the see 9.2), and he is now ready to try to break player attacks all four French units, using 4 1st Army(a). The Initial ratio is 9:7, which the enemy’s lines along the Meuse river! of his 5 Target markers (the number of is 1-1 Odds. They are shifted two left (2) The colored movement arrows and numbers attacks you can make being limited by your for the Fortress Area plus the Fortified indicate the number of Movement Points available Target markers). Hexside, for a final 1-3 Odds! What is more, spent by the unit to move into each hex. at these low odds all the possible results have no chance of any effect against a hex containing Fort units (see the red notes on the CRTs)... Cursing silently, the German player throws the die, and a roll of 3 yields a CA result on the Attrition Table (No Blitz! marker is usable here); the defender can choose to stay put, or to order a Counter- attack. “Let’s show The Boche how we fight! vive la France!” exclaims the French player, and decides to attack back. In this case, the Germans now become the defender and no terrain modifiers are used (see 10.7.2). The ratio is 7:9, which is 1-2 Odds. The attacker decides to use the Artillery Corps card, again spending one precious Allied Initiative marker, which increases the ratio The French 1st Army(b) unit at the top of to 11:9, which is 1-1 Odds, and the German The 1st Army (a) at the bottom of this the illustration is attacked first by Hopener player declines to use any cards. A roll of 5 illustration moves one hex into Luxembourg, and the 6th Army(b) using a Blitz! marker on the French Attrition Table yields a CB and stops. Since it’s a German Regional (which is allowed as at least half of the result! A Counterblow marker must be unit, it can only move to hexes adjacent to attackers are Mobile units). The Initial ratio placed on a German unit, as he is the the German Frontier until Turn 7 (14.1), it is 10:6, which means the 3-2 Odds column Phasing player, even though the French spends 2 Movement Points (MPs) as it is on the German Blitz Combat Table; there is were (counter-) attacking (see 10.7.3). The entering an EZOC (the French 3rd Army). no Armor Bonus shift as the defenders are 16th Army(a) is chosen by its owner, and The 16th Army (b) also moves into contact Mechanized (see 10.6.3). Not liking those now the French must either attack it on his with the French, spending a total of 3MP poor odds, the attacker decides to play a next turn or move away. As we shall see (note that difficult terrain mostly slows down Combat card, Screaming Stukas, giving later on, it would have been better for the Mobile units, not regular infantry). them +6 Combat Strength in this Battle; this French to stay safely behind the Maginot line instead of rashly counterattacking... The 3-6 WIETERSHEIM Corps moves into increases the ratio to 16:6 (i.e., 2-1 Odds), the same hex as the Guderian Panzer unit, but the French player counters with the Note that if a CA result were obtained paying 4MP (2MP to enter an Ardennes hex RAF Fighters card, paying one precious instead of a CB, the original battle would for a mobile unit, +1MP for leaving, and Initiative marker (see 5.3.3) to cancel the have been fought again, but this time with no +1MP for entering, EZOC hexes). Both of Stukas card. So, the Odds remain the same. terrain modifiers for the French defenders. these units can stack together, since at least Note that each side cannot use more than one Now the Germans decide to attack the 9th one of them has the “size dot” icon (8.4.2). Combat card before the battle (see 10.5), and Army, safely positioned behind the Meuse Note that when moving into a hex with a spent Initiative markers remain spent if the River. This will be another tough attack! The friendly unit you are able to move from one card they are paying for is cancelled later on. 4th Army, Hoth Panzers and the 12th EZOC hex directly to another, but you must A roll of 5 produces a DR result. The Army(a) are engaged (with the 12th stop when entering the new EZOC (8.5.3). defending unit moves back 2 hexes, and the Army(b) still in the Reserve Box, ready to This is why the Blue “X” hexes could not be attacking Panzer unit occupies this now- exploit any Breakthroughs). The Initial ratio entered by a German unit. The Guderian vacated hex. Note that the Panzer unit could is 15:6, which is 2-1 Odds. They are shifted Panzer Corps is under the same ZOC have advanced two additional hexes, since it two to the left (2) down to 1-1 Odds due to limitations, but if the Player had Card #20 in was Blitz! attacking into clear terrain (see the Forest and Major River, the same River hand (Aufrollen Tactics) he could have used 10.8.2), but declines to do so, as there are that is also cancelling the Panzer Bonus CRT it to move Guderian to an adjacent Blue powerful Allied units north of this shift. But the Germans have a surprise in “X” hex. illustration that could put it out of supply. store for the defenders... He reveals his Shock Troops card (and pays one Initiative marker) to cancel the Major Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0 19

River, which also gets the Panzer Bonus During the Reserve Phase at the end of the After the French player completes his CRT modifer back; now the shift is only one Turn, the German player takes from the movement, the German player smirks and to the left (1) for the Forest, plus one right Reserve holding box his 12th Army(b) and plays Operational Feint (costing the (1) for the Panzers, thus canceling each places on the Western tip of the Ardennes. German player one Initiative marker) and other out. The French player is out of useful The French player also releases their last allowing the German player to move two cards and does not respond. A roll of 3 at 3- Reserve unit, the Keller Tank unit, Panzer units into contact with the enemy! 1 Odds yields a DR result: The 9th Army nervously deploying it in the city of Reims. During the French Combat Phase, even must retreat 2 hexes, but since the retreat Remember, you can place Reserve units though the French player has planned no path is blocked by EZOCs (after the during your Opponent’s Turn! attacks, the German player spends 2 more Germans advanced from an earlier battle that Below is the situation at the start of the Initiative markers (from his remaining pool turn), the unit is eliminated instead (10.7.1) French player’s Turn 2. The French player of 5) to place on the map two Counterblow and placed in the Destroyed Units Box (since shakes his head at the situation before him. markers on his own units, thus forcing the it did not have an Out of Supply marker on French to attack two hexes right away! it; if it did, it would go to the Surrendered Moves and situation in the Combat Phase: Units Box instead). Two of the attacking units advance into the hex but can go no further as the Major River stops a multi-hex advance. Note that if a French unit were adjacent to the 9th Army, say in the Forest hex west of it, then the 9th could have retreated safely, as friendly units negate EZOCs for retreat purposes (10.7.6, 3rd Bullet).

Since it is still early in the game, the French player has to put his Target markers on the map during his Organization Phase before So, there will be three battles, all forced by moving! This means that his units will not be Counterblow markers on German hexes. With the final and largest attack now able to attack the German spearheads (as no The Phasing Player (the French) plays his resolved, Guderian, Reinhardt and units are adjacent to them so that they can be last good attack card: Bataille Conduite , to supporting infantry go against the French ‘lit up’ with French Target markers at this add +3 Strength to each of his battles, 2nd Army. The Initial ratio is 18:5, which is time). Instead, he can only assemble a deciding to attack the German 16th 3-1 Odds. They are shifted two left (2) for defensive line in the rear to hold the Panzers. Army(a) first. He could use all the units in the Forest plus the Major River hexside, so Movement & Counterblow Example the “Maginot 3” areas, or only some of them, 3-2 Odds, which is not good! French troop movement is as shown in the as long as the Counterblow hex is attacked. As you can see in these combat examples, it illustration in the next column. The 2nd He decides to use them all: the 3rd Army is very difficult to make powerful attacks, Army cannot go far since it is Disorganized and the three Maginot 3 Forts. even with overwhelming force, against an and thus has only 1MP and the Keller unit Even if white-strength units (i.e., the Forts) enemy in good defensive terrain. You must cannot move adjacent to the German cannot normally attack, in the case of a use the right combinations of Combat cards bridgehead across the Meuse River as it Counterblow they can (see 10.7.3). to ‘make things happen.’ Getting out of the does not have enough MPs to reach it (it The ratio is 10:5, which is 2-1 Odds. There Ardennes is not easy! costs +1MP to enter an EZOC). are no Defensive Terrain Bonuses in a The German player uses yet another card: The rest of the French 1st Army is brought Counterblow battle (it’s the same as a Achtung Panzer!, doubling the strength of from north of the map to shore up the Counterattack). For this ‘sideshow’ his Panzers. This raises the ratio back up to crumbling defenses. As he is not attacking operation, neither side plays cards. A roll of 3-1 Odds. A roll of 5 gives a DS + result: anywhere else along the entire front lines, 3 on the French Attrition Table yields the defending unit retreats 3 hexes and the French player uses the Maxime another CB result! This time the receives a Disorganized marker; the ‘+’ Weygand card to receive 3 badly needed Counterblow marker is placed on the (German Cross) awards the German player Initiative markers at the start of his Turn. He French (Phasing) units. The Battle rages on! either a Battle VP or an Initiative marker. spends one of these to rebuild, at half- Next, the 1st Army(b) attacks the 12th Having spent a lot of the latter (3 Blitz! and strength, the destroyed 9th Army, which is Army(b). This attacking unit could have 2 for the Event cards), he takes the free automatically added to the Reserve Box for chosen to attack the two adjacent Panzers Initiative marker. The attacking units free (see 7.5 & 7.7). also, but given the odds of that he prefers to advance into the hex, but must then stop He could not also Improve that unit all the risk losing his tank unit instead. The ratio is because of the Major River. way back to full strength this turn, as the 9:5, which is 3-2 Odds, again with no terrain The Panzers are starting to break through! Flip Phase takes place before the Replace- modifiers in a Counterblow battle. A roll of ment Phase (7.0) – this sequencing is 3 on the French Attrition Table gives a important! CA result, but the German player declines © 2012 Carl Paradis and Victory Point Games 20 NO RETREAT! 3 THE French Front May-JUNE 1940 v1.0

to counterattack at such low odds, and so the To this +11VP value is added or subtracted end result is No Effect. the round Battle marker’s VP score. It is The last combat sees the Keller Tank unit currently in the 1 Box on its French side, so battling head-on with the flower of Hitler’s this translates to -1VP. The net VP score, Elite Mobile Troops. The ratio is 6:10, then, is +10VPs (i.e., 11VPs - 1VP). which is 1-2 odds. (There is no Tank bonus Therefore, the square VP marker is placed since the opponents have Panzers). Without in the 10 Box, while the round Battle the previously played French Event card, the marker remains where it is. Ratio/Odds would have been 3:10 / 1-4. This Since Turn 6 is a Sudden Death turn, this would mean an Automatic CA result since 10VP score is compared to the French the Initial Odds would have been below the Sudden Death Victory level of 7VPs or less, minimum on the CRT (see 10.6.4). as shown on the VP Track (so, 10VPs is too Sadly for the French player, he cannot spend high for a French victory). It is also his only Shock! marker on this crucial battle compared the German Sudden Death victory since the Bataille Conduite card works only level of 13VPs or more, also shown on the for Attrition Combat. VP Track (so, 10VPs is too low for a German victory, and the game continues). Note also that, contrary to the Germans, the Victory Point Scoring Example French cannot freely flip/upgrade an Rule 12.5.5 instructs players to “Keep the Since the VP count of +10VPs is 3 or fewer Initiative marker to a Shock! marker (see VP Count Current: It is important to above the French Sudden Death Victory 7.2.6). maintain a current VP count. A complete level of 7VPs, the British Aid marker is advanced one space on the British Aid Track 4 audit should be made during each Victory A roll of on the French Attrition Table (see 12.1). gives a CA, and the German player gladly Phase.” This example should help explain launches a counterattack! The new odds how the round and square Victory Point markers interact: from the attacking Panzers are 3:1, and the German player uses a just-flipped Blitz! Example: It's the Victory Phase of Game marker to roll on the Blitz! Combat Results Turn 6, as shown below (and on the back of Table. No Combat cards are played for this the rulebook). battle, and the roll is 2, yielding an EX result. Both sides lose a step, and the French player breathes a sigh of relief. The Blitzkrieg was stopped in-extremis by the Heavy B1-bis Tanks, but at high cost! In the Reserve Phase, the French player places his reduced-strength 9th Army on the map from the Reserve Box. He cannot stack it with the 2nd Army, as neither of these units have any size dots, or with Keller, as it’s in an EZOC (see 9.2.3) The German player declines to do the same with his 12th Army (b) as he has no cities near enough the front line for this to be worthwhile. You cannot deploy more than 3 hexes away from a friendly city (see 9.2.3). The Situation at the end of the turn is not rosy for the French, as the Germans might be able to concentrate Guderian, Reinhardt and Wietersheim against the Keller Tank unit; this would probably result in a major breakthrough and let the Panzers roll all the way to the ! The German’s play of the Operational Feint Event was The German player controls 8 Cities. critical, as it stopped the deployment of the However, 2 of them have Free City markers 9th Army on the Keller unit’s hex! and thus do not count (so, a total of +6VPs). The Germans also control 2 Ports (+2VPs), Situation at the end of the French Turn: and there are 3 Allied units in the Surrendered Box (reflecting the loss of the Belgian and Netherlands Fort units, for another +3VPs). This gives the Germans a total of +11 VPs.

Systems Development by Alan Emrich NO RETREAT! 3 THE French Front May-JUNE 1940

…units off the South map edge, or enemy units that do not start adjacent markers. But these advantages can be forcing the surrender of more enemies to your own forces). Even your ability whittled down surprisingly fast. Stay (or the Armistice! card might just not to mount effective Shock! attacks is aggressive and take risks! Never allow be handy!). Also keep in mind each also pitifully weak at the start. Spoiling the French Army to regain its balance player’s secret “Plan” Victory Points. “attrition” attacks are the name of the or you’ll be stuck in a hard-to-win war These are scored only with an "End game early on. Depending on the Plan of attrition (see World War I). The Game" Victory, so you probably won’t you draw, you might just have no historical Ardennes surprise attack is a know until then exactly how many your choice but to move deep into Belgium great way to take the lead, but there opponent might have scored. Sure, at the start to gain those critical early are other means to do harm to the you can ignore those plan constraints Victory Points. If you survive the initial enemy if he decides to defend that and aim for a quick "Sudden Death" or German attacks without losing too specific area with his mobile troops – an "Automatic Win,” where Plan Points many mobile units, you should be able pin them there, and use your Panzers do not count, but you’d better be to build a reserve sufficient to stop against his leg infantry forces prepared to suffer the consequences if additional Panzer breakthroughs (the elsewhere along the line before he can you are not able to succeed! Also, de Gaulle tank unit is of great help for fully deploy into an effective defensive note that your "Battle” Victory Points this). If not, then evacuate as many front. Move fast, concentrate your (represented by the Round marker) do British you can and hold the line as blows, and seek decisive results! not count for the VP Total in the "End best you are able. Also, do not forget that sooner or later Game" Victory. Good luck, you’ll need it! you’ll have to take Paris. You want the This bring us to the Sudden Death game to end as quickly as possible Victory Condition. It's very intriguing since the longer it lasts, the greater the and keeps players paying attention to chance that the Allies can recover the current Victory Point (VP) score. (unless you inflicted huge losses early Here is how it works: Every three on, surrounding many of their units). Game Turns, this victory condition is Never let the French and British retreat checked against a sum of VPs on the and get away! Victory Point Track. There are many possible threshold scores, some French and some German. If a Player has met the required VP level at that moment, the game is over and that player wins outright! The same is true for the Automatic Win, albeit this one is more difficult to fulfill but it can be achieved during any turn of the game. It isn’t easy to get that many VPs for an Automatic Win, but it’s not impossibly hard either. This fact will stop your opponent from becoming complacent as the pressure will always be on! Since, as hinted above, If the Event cards are kind, you might the Plan VPs do not count for a be able to pull off an Anglo-French Sudden Death victory, nor do most of Union, and that could just allow you to the Destroyed/Evacuated units, this is hold on until the very last turn of the more of a Shock and Awe type of game, earning you a good many landslide win that only the most Victory Points in the process. aggressive players might want to try. Hold fast No Retreat! Conclusion But the possibility is always there for a German Player Notes I hope you have fun playing No sudden catastrophe, making naught all You have a powerful, if fragile, Retreat! 3 and that this intense little your careful plans aiming for a long- game gives you some insight into what offensive army. Unless you get dealt term win! went on during this cataclysmic and a conservative Plan card, you should French Player Notes be able, thanks to your hidden reserve tragic campaign. I look forward to your You have a great defensive army. (remember these can be deployed comments, suggestions and replays on the game’s page at Alas, early in the campaign, your units during the enemy’s Reserve Phase!) will be hard to concentrate (no to deal the first decisive blow early in www.boardgamegeek.com. stacking), and you will have great the game, unhinging your opponent’s Vive la France! difficulty in fighting a mobile battle as defenses from the very start. You have Carl Paradis you must declare your targets at the the means to do this, too: strong Ste-Thérèse, Canada. July 2012. start of the Movement Phase Panzer units, lots of good Event cards (meaning you will not be able to attack in the deck, and plenty of Initiative

© 2012 Carl Paradis and Victory Point Games The German Advance across France, 1940

R2 Open City Turn 2

Evacuation R4 (2) Turn 7 Turn 6

R2 Open City Turn 4 Turn 5

Turn 3 Turn 8

R2 Open City Turn 10 Turn 9

Turn 11