by Alan Tibbetts
IntroductionAs most Fall of France players know, under existing rules Germany has a very easy time forcing Holland out of the war. Had the Allies read the rules and victory conditions they might have done things differently. The following scenario, based on material from articles in ETO #55 and 56 by James D. Parmenter and A.E. Goodwin, explores the possibilities of a more coordinated Allied strategy. RulesThe Fall of France rules serve as the core rules for this scenario, as modified by the following scenario rules. Except as noted here, all restrictions and special cases from FoF are in effect. Players may use newer versions of individual rules (naval, for example) from Balkan Front or other Europa titles upon mutual consent. Rule 9F1- Retreats (Added). German c/m units (only) may ignore enemy ZOCs when retreating if they retreat to a friend ly-occu pied hex. If they retreat to a hex unoccupied by friendly units they are affected by enemy ZOCs as normal. Rule 22-Antiaircraft Fire Ignore references to Airbase Defense AA. Any AA may fire at all enemy air units except those performing escort. Positional AA has no "limited defense ability". Rule 23-Air Unit Repair For each inoperative air unit, roll one die. French and Dutch air units are repaired on a roll of 2 or less; British and German air units are repaired on a roll of 3 or less. There is a -1 die roll modifier for air units based at temporary airfields. Rule 26F-River Flotilla (Added). The Dutch receive the GB-1 naval unit, which functions as a river flotilla in accordance with Scorched Earth Rule 28E (i.e., a 1 RE Field Artillery unit with a combat strength of 2, and light AA strength of 1). Rule 26G-Supplies (Added). Supplies may be transported by sea. Every 5 REs of supply count as 1 RE of cargo. Rule 28A-The Netherlands 1. Surrender. The Netherlands may surrender during the supply determination phase of the May 1 40 German player turn if all the following conditions are met:
b) A German unit in regular supply occupies one or more hexes of Fortress Holland (mainland Netherlands on and north of a line 0824-0822-0420). c) At least 10 REs of Dutch units are in the dead pile at this time. Roll one die. On a roll of 1-3, The Netherlands surrenders and all Dutch units which cannot trace a supply line to a French (off map) supply source are eliminated. On a roll of 4 or more, The Netherlands continues to fight. Modify this roll by -1 if any Dutch major city was successfully terror bombed by at least 3 TBFs in the German invasion turn. After May I 40 The Netherlands automatically surrenders if, at the beginning of any German initial phase, two or more dot or major cities in Fortress Holland are German owned. 2. Flooding. When the German player announces an attack against a canal intensive hex in Holland, the Allied player may flood the hex. (Note: Hexes may not be flooded in the German invasion turn.) A hex may be flooded any number of times. When a hex is flooded, the following takes place:
b) The German player may call off the attack. Units committed to this attack may not be used to attack a different hex during that combat phase. c) The Allied player loses 2 VPs, even if the attack is called off. Rule 30- Blitzkrieg Change to read. Belgian, Dutch and French (but not German or British) units are subject to Operational Limits as follows: A. All Units. If a unit moves prior to making an overrun, then its attack strength is halved for overrun calculations. If it expends 1/2 or more of its movement allowance (MA) for movement, then its attack strength is halved during the following combat phase. If a unit retreats during the enemy player turn, then its attack strength is halved during the following friendly player turn, regardless of any other movement. Attack strength can only be halved once due to this rule. B. C/M Units. During the exploitation phase, MA and attack strength are halved. Additionally, a unit may not move at all in the exploitation phase if:
2) It attacked during the preceding combat phase. Rule 31C-Allied Reaction Phase (Addition). The decision to move units during this phase is made on a unit-by-unit basis. Moving one unit does not affect other units of the same nationality. Any Allied unit may move in this phase, but if it does, it may not also move in the regular May I 40 turn. British and French units may enter Belgium and The Netherlands (and not just Belgium). Rule 32B-Replacements Replace units per Scorched Earth rule 34B. Units arrive in any major city hex of their home country. On Jun I 40 Rotterdam and Amsterdam each receive 1 infantry replacement point, and Germany receives 3 infantry replacement points. An infantry replacement point replaces one attack strength point of eliminated units. Armored, Static, Parachute and Border units may not be replaced. No unit may be disbanded. Rule 34B3-Special Replacements. (Added) The Dutch and Germans (only) receive special replacements. Divide unisolated German losses by 4 and Dutch losses by 5 as per SE rule 34B3. Rule 33-Scenario Deployment and Rules The Allied player deploys first. A. ChartsUse the TEM #18 Combat Results Table and AEC/ATEC Chart (if you don't have them, use those from Scorched Earth). Add "Major River" to the FoF Terrain Effects Chart, as per the Scorched Earth TEC. B. MapUse the map provided on the back inside cover of this magazine (8.5" x 11"). Special Terrain Notes: The port of Amsterdam is accessed through the canal running to its NW. It cannot be reached from the east (treat the Uselmeer as Sivash). The Great Dike of Holland (between hexes 0419 and 0420) is a bridged narrow strait. It should be treated as a major river hexside. C. Operational LimitsThese limits apply to both air and ground units. No unit of either side may enter hexrow 1500. Axis air or ground units may not enter or attack hexes 1423, 0827 or 0927; nor may they move or attack across the Albert Canal or Schelde River (0926/1026). D. Schedule of Reinforcements1. Allied Reinforcement Pool. The Allied player may choose reinforcements from the following units. He may take reinforcements up to the maximum listed in each turn, paying the listed victory points for each unit received. Reinforcements do NOT accumulate from turn to turn, they must be placed on the map the turn they are selected. Non-divisional units may not be taken in lieu of divisions. Allied Reaction Phase. One division, plus one non-divisional unit of the same nationality. May I 40 Allied Player Turn. Two divisions, plus two non-divisional or air units of any nationalities. May II 40 Allied Player Turn. Two divisions, plus two non-divisional or air units of any nationalities. Unit: Cost: British:
French:
Belgian:
British and French ground units appear in Gent, having expended 2 MPs to arrive if using rail movement, otherwise 4 MPs. Alternately, they may arrive using the French Naval Capacity listed below by expending 2 MPs (4 MPs for c/m units). Belgian units appear at any major city in Belgium. They may move normally on their turn of arrival. Air units are placed at any airbases in Belgium during the Allied air phase, and are considered to have staged from France during the air phase. Beginning with the Allied player turn of May I 40, six REs of French Naval Transport Capacity are available. If sunk, they are not replaced. British and French reinforcements may arrive by sea using this capacity, spending the appropriate MPs listed above to disembark at any Allied owned ports. Rule 34-VictoryThe game ends when Holland surrenders or at the end of the Jun II 40 game turn. Victory point awards and levels of victory from Fall of France apply, plus the following: Allies -2 VPs each time a hex is flooded.
Designer's NotesFor players wishing a slightly lower level of complexity, delete the naval and replacement rules. There are a lot of restrictions on Allied play embedded in the FoF rules and they aren't always easy to find. Rules 28F, 30, 31C2, and 31E all contain Allied restrictions. East Front players beware! The Allied player should be able to prevent the German player from winning on May I 40 by moving British or French forces to secure the LOC. After May I 40 the Allied player must be careful to balance reinforcements with accumulated VPs. The Allies can lose the game by taking too many, or too few reinforcements. The initial deployment of Dutch forces is most important. Be careful in choosing which units move in the Allied Reaction Phase. The German player must ruthlessly pursue any weakness in Dutch dispositions. An early attack across the causeway should be considered, and if successful, it should be exploited. After cutting the LOC (on May I or II 40) the German player must decide how he is going to break into Fortress Holland. He probably doesn't have the troops to make more than one major drive. Remember, FoF rules prevent British and French units in German ZOCs from moving on May I 40, and all other Allied units have their MPs halved. Also remember that Dutch and Belgian units moving in the Reaction Phase may not enter a German ZOC. As the German player, bombing cities and killing units (particularly British units) are also important. CreditsScenario prepared by: Alan Tibbetts
BibliographyA.E. Goodwin, John J. Gee and James D. Parmenter; "Dutch, French and Belgian National Data Sheets"; ETO #56, June 1990. James D. Parmenter and A.E. Goodwin; "The Dutch Army"; ETO #55, May 1990. Whilhelmina Steenbeek; Rotterdam, Invasion of Holland; 1973. Alistair Horne; To Lose a Battle, France 1940; 1969. John Williams; France, Summer 1940; 1969. Bryan Perrett; Knights of the Black Cross; 1986. BiographyThe author, a Maine native, earned a Bachelor's Degree in Political Science from the University of Maine in 1979. Receiving an ROTC commission, he served as an Armor Officer with the 1st Armored Division in (then) West Germany. In 1982 he transferred to the Maine National Guard and became a Combat Engineer. Alan has been an avid wargamer for 19 years, and a Europa player since Drang Nach Osten. This is his first published work. Fortress Holland Europa Battle Scenario #4
Allied Order of Battle German Order of Battle Fortress Holland Map (slow: 129K) Back to Europa Number 27 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1992 by GR/D This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |