by Kevin Slimak
Erich von Manstein once told his Fuhrer that the Ardennes was a "tactical secret path" and persuaded him to put the main weight of his attack on France along this path. Manstein's persuasiveness plus the tactical superiority of the German panzers broke the back of Europe's "greatest" military power. What I propose here is also a major thrust through the Ardennes, in DUNKIRK. The objective of my plan is to annihilate the Dutch and threaten the French with a crossing of the Meuse in the Sedan area while pinning the Belgians in their forward position with German infantry. Simultaneously, maximum casualties are inflicted on the Allies by AV'ing and surrounding as many of their units as possible while German infantry batters or breaches the Maginot Line with "attrition" (3-2 or 2-1) attacks. In his first turn, the Allied player can respond in one of two ways. He can concentrate his efforts either on defending the Meuse or he can rush to the aid of the Belgians; the British won't arrive to help the Belgians until it's too late to save the major portion of their army. Fearing a repetition of a drive to the coast, Frenchie will most likely screen the Meuse (a counterattack on his part would be pyrrhic) and march the British forward to hold his left. May the spirit of Manstein forgive me, but this is what is desired. Look at the Belgian position: Four panzer divisions flank them to the North and the remainder areon their Southern flank while infantry keeps them in place. By the time the British can come to their aid, the Belgian army will have been decimated via a true Cannae encirclement battle. Then, with the full weight of the German armor on the Belgian plain and its left firmly anchored by the infantry that has been brought up in the Ardennes, the Wehrmacht puts the old Schlieffen plan into effect (extending the right flank to the Channel though) and drives the British back toward Paris, Le Havre, and victory. If, for some reason, the French do not respond in sufficient force to the threat on the Meuse, a drive to the Channel should by no means be ruled out. But remember that, unless your opponent likes anchoring his flank on a weak pivot, you will not have the pleasant drive to the coast the Germans originally did. Infantry will be needed constantly to screen both flanks of your drive against counterattack. Some words of advice on tactics The panzers are the lifeblood of the German army. They, along with the motorized divisions, should never be unduly exposed; once they have been reduced in strength, get them out of the line even if it's necessary to slow down the offensive. Pin the French down wherever possible and try to wear them down with infantry attacks; your armor can then finish the job or handle especially tough positions. Starting positions and first moves and attacks are listed below for all the "elite" German units (movement factor greater than three and paratroops) and infantry that participates in combat; unless specified (2), the factors given mean one unit of that type. An infantry force (two MF type) also moves up to the Maginot with two divisions per hex but does not attack. Other infantry pushes forward both in the Ardennes and Holland, making good use of the Initiative Bonus to get as far forward as possible. More infantry can later be quickly brought up by use of the channel of clear terrain between the Maginot Line and the Ardennes on the LL+ line. (LL+ is the row between LL and MM.) By the way, this plan is partially based on one of the designer's interpretations that a unit may always move one square. Thus, a 3-3-2 (German) can cross the Dutch fortifications and the Maginot Line! Although this plan won't win the game for you, it will place your units as far in enemy territory as possible in the first turn; getting the rest of the way to L'Arc de Triomphe is up to you. Initial Set-upUnits (#) At Start First Move * Move first for AV on 17/1. This is vital! Stukas: Q-36, X-44, Y-45, BB-47, and Z-45 ATTACKS4) 3-3-2 and 2) 4-4-3 vs 104 (2-1)
Stuka vs Z-45 (-) Pin 6) 4-4-3 vs 2 (2-1)
4) 4-4-3 vs Bel 1 L (AV) 10-10-8, 9-9-8, 4-4-3, and 5-5-4 vs 3 AC (AV)
5-5-6 and 2) 4-4-10 vs 1 SPA (AV) (No advance! ! ! ! ! ! ) 2) 5-5-10, 2) 4-4-3, 2) 5-5-4, 9-9-8, 2) 2-2-10 vs 1 CA (4-1)
2) 3-3-2 and 2) 4-4-3 vs 17/1 CY (AV) 2) 4-4-3 and Stuka vs BB-47 Garrison (3-1)
4) 4-4-3 vs Front CY (4-1) 4) 4-4-3 vs FG 9 (AV) 2) 7-7-8, 4-4-3 and Stuka vs MC (4-1)
10-10-9, 4-4-10, 2-2-10 vs EE-44 Garrison (4-1)
3) 4-4-3 and Stuka vs 11 Inf (3-1)
6-6-8 and 2) 4-4-3 vs FG 8 (AV)
6-6-8 and 2) 4-4-3 vs FG 7 (AV)
4) 1-1-3 and Stuka vs G Inf (3-1)
4) 3-3-2 vs FG 6 (AV)
9-9-8 and 5-5-10 vs 4 CY (AV) Back to Table of Contents -- Panzerfaust #56 To Panzerfaust/Campaign List of Issues To MagWeb Master Magazine List © Copyright 1972 by Donald S. Lowry. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |