Airpower in France '40

Game Strategy

By Harold Totten



Understanding airpower in France '40 is perhaps the hardest task that faces the player when first getting into the game. As a player becomes more experienced in the game, he realizes its importance and the methods with which he can implement airpower. The rules themselves are diverse and thorough when it comes to this aspect.

The German's basic use of airpower in the ground support role is the most obvious and easiest to comprehend. The German Army is superior to the French in terms of unit-to-unit comparisons, and this is offset by the excellent defensive positions and terrain available to the French. This terrain advantage is offset by arpower. allowing the German to keep his tactical advantage,

However, no matter how weak the French airforce is, the French player should look out for the possibility of counter-attacks on the Germans with the support of aircraft. This especially becomes crucial when the German parizers try to force a breakthrough. In trying to force a breakthrough, the German will usually attempt to suuround French units by retreating the adjacent units and moving his armor into the vacated positons. But this tactic also exposes the panzers to being surrounded themselves - which is the time for a French counter-attack. This will especially pay off if the German has not protected his retreat routes or if he cannot retreat due to stacking limitations.

Interdiction, like ground support, is more often a function of German airpower than French. Interdiction has several good uses, such as slowing up an enemy assault or covering exposed flank areas. It is also very helpful in trying to create a breakthrough situation by interdicting enemy reinforcements when the parizers have created a breach. I have seen interdiction used the most in the historical situation where the German player opts to breach the Maginot Line with armor/artillery/air. This southern strategy allows the German relative freedom of action after the breach has been made, as the French usually don't support most of the Maginot with front-line troops. As reinforcements begin their way into the area, the German player will interdict them to allow greater time to exploit the breakthrough.

The question of air superiority attacks is basically a strategic question depending largely on 1) the size of the French airforce, and 2) the position of the French airforce. With a small French air force, the French player will usually set it somewhere in the vicinity of Paris -- out of reach of any German air superiority attacks. If the French player has a strong airforce, he will probably place it close to the front in order to take advantage of the German loss of 4 air units upon the invasion of Holland.

This creates a number of strategic problems for the German player, If he places his aircraft within easy reach of the French air, he will be subjected to a number of air superiority attacks, which may be decisive if the German has lost of use of those 4 units. This gives the French player advantage in time, as he can try a couple of 3-1 or 4-1 air superiority attacks.

The German player can avoid this in two ways. The first, and most obvious. way is to place his air units out of French range. This usually eliminates any chance of having air superiority attacks during the game, unless the French player moves his air units closer. This gives the German player the first strike, which is decisive in the long run when dealing with air superiority.

The other method is placing the German air so that they can attack the French on the first turn, but the French cannot attack because of Belgian neutrality. This necessitates a ground strategy that does not involve 1st turn Belgian invasion. This also allows the German to protect his air power while he invades Holland and loses the use of those 4 air units.

If the French player cannot interfere with the German airpower by means of air superiority attacks there are other ways, Perhaps the most effective way to interfere with ground support missions is to fly combat air patrol (CAP) overhead. This will necessitate flying intercept missions to clear the CAP, reducing the number of air units the Germans will have for ground support attacks.

One particularly good idea for absoluteiy preventing ground support over a key hex is to put all eight air units over the hex.

Interdiction may also be used in a situation to deny supplies to opposing units. If units are isolated from supply at the beginning of the owning player's turn, then that unit is reduced to 112 its movement factor. This ploy is generally useful in two different situations. The first harks back to the southern Maginot strategy I mentioned earlier. Besides slowing French reinforcements down, an opportunity to cut off their supplies (using units and aircraft in conjunction) may present itself, allowing the German to keep a crucial area from being reinforced.

Another possibility along these lines involves the usual strategic retreat of the French army in the latter half of the game. This involves retreating units away from the German lines, so that the German infantry cannot continue to engage the French MLR. The German can upset this strategy by interdicting the hexes immediately behind the MLR so that the French CANNOT retreat fast enough. If the German combines this with placing his armor adjacent to these units, he virtually eliminates the French freedom of movement (especially it the supply is cut off). This forces the French to stand in place or be outflanked and destroyed by combinations of German armor and infantry.

While I'm on the subject of the French strategic retreat, there is also the matter of southern exit of units. By using this interclictive power on the crucial Ardennes pivot area, the Germans can get infantry units south and off the board, which will limit the French ability to hold a line.

If you're using the optional paratroop rules, you can do even more to upset the strategic retreat strategy by landing units behind the French MLR. Usually thre are thinned-out areas which can be attacked in this manner, preventing units from retreating and resulting in their destruction. Then the armor making the assault can move through on the second movement phase into the rear of the French lines, allowing a threat to Paris and cutting off units from using the strategic retreat.

As you can see, airpower can play a decisive role in a game of FRANCE '40, and should never be neglected. Perhaps its role is not as glamorous as that of the armor, but it is just as decisive -- not only in the air but on the ground.


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