Europa Notes

Optional Rules: The Fall of France

by John M. Astell



Presented below is a set of optional rules for The Fall of France. Each rule is self-contained and may be used by itself or in conjunction with other optional rules.

1. The Mechelen Incident.

(For details on this incident and its consequences, see the introduction to the game.) In the 1940 Campaign scenario, roll a die after all armies have been assigned hexes. On a roll of 1, the German player must reveal the assigned hexes of each of his armies to the Allied player. The Allied player may then change the assigned hexes of up to three of his armies. On a roll of 2 or 3, there is no eff ect. On a roll of 4,5, or 6, the Allied player must reveal the assigned hexes of each of his armies to the German player. The German player may then change the assigned hexes of all of his armies.

2. Line of Advance.

In the 1940 Campaign scenario, the German player must determine the line of advance for Panzer Group Kleist. To determine the line of advance, the German player chooses any hex on map 16 in France, Belgium, the Netherlands, or Switzerland; this hex number is written down along with the assigned deployment hex of Panzer Group Kleist. The line of advance consists of the row of hexes from the chosen hex due east to the German border and any hex within two hexes of this row. During the German invasion turn and the German first player turn, units of Panzer Group Kleist may not voluntarily move outside the line of advance. Starting with the exploitation phase of the German first player turn, they may move freely.

3. Allied Bombing Restriction.

No Allied air unit may fly the city bombing mission until after a German air unit has flown a terror bombing, city bombing, or ground support mission in any Allied major city hex.

4. Internment.

On or after the turn that Paris is declared an open city, French ground units may enter Switzerland if it is neutral. Any French unit entering Switzerland is removed from play and may not return; however, it is not considered to be eliminated for victory calculations. If Switzerland has been invaded, this rule is ignored.

5. Battle Air Units.

For the purposes of antiaircraft fire, treat British Battle air units as type A air units, not type B. For all other purposes (including air combat), treat Battles as type B air units.

6. Bomber Command.

Bomber Command air units may not fly air missions requiring the use of tactical bombing factors until the turn the British emergency evacuation ability is used.

7. Belgium.

After the Belgian units are deployed, the Allied player rolls two dice. The number rolled is the number of Belgian units that the Allied player may deploy as he wishes in Belgium, ignoring their indicated deployment hexes.

8. The Netherlands.

Follow the same procedure as for Belgium (above), except for a roll of 12. On a roll of 12, it is assumed that ',.he Dutch adopt a controversial plan following the Dutch Army to abandon the, defense of the centers of population in order to link up with the Allied forces. Dutch static units, forts, and airfields must be deployed as indicated on the order of battle. Up to 7 regimental equivalents from the remaining units may be deployed anywhere in the Netherlands. All other units must be deployed in the Netherlands within two hexes of the Belgian border. No Dutch unit may be deployed in hexes 0827 and 0927.


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© Copyright 1981 by Pacific Rim Publishing
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