by Jean Jodoin
In a previous issue of Operations (OPS 30) I expressed my views on victory conditions and how they apply to GD'40 (my favorite TCS game as it turns out). I have now translated these general thoughts into something concrete that TCS players may experience first hand. The following article is the result of much thinking and two, count them two, play tests. First, the Stonne issue: every hex of Stonne is worth 1 VP every turn. Thus, an occupier would derive 7 VPs per turn for Stonne. To get those VPs, the occupier must control the hex by having a unit there or having a unit go through that hex. Therefore, hexes belong to a player: there is no possible ambiguity here. Things don't stop here however. There are 9 more VP hexes located judiciously around the Stonne area. The rationale is as follows: Storme is vitally important but hypothetical counterattacking forces can bypass it in a number of ways. Each bypass is worth VPs. It only remains to define VPs locations in a clear and unambiguous way. The manner I have decided to achieve this is to select two potential routes bypassing Stonne and assigning 3 VPs to each, one on either side of the map. By doing so, I spread the action over the entire battle area, taking some, but not all, of the pressure from the Stonne area proper. To the west, we have the road/ track leading from the SW entry area, through La Grange au Mont (0708) worth 1 VP, through the crossroads at 0611, leading up to Pt 188 worth another 1 VP. To recognize the value of the track leading east from 0611 that affords east-west mobility though the wooded area, the crossroads at 1919 is worth the third, and last, VP on the west side. To the East, we have the RN/road leading from the S entry area through Candrieres, La Besace, and Raymoy. Each of these locations is worth 1 VP. Because La Besace is so large a village, Pt 216 has been chosen as the VP hex. In the center, the Route Nationale (RN) leading from Stonne to the North is worth a further 2 VPs, being the major advance route of would-be attackers. The hexes chosen to "host" those VPs are Pt 222, near La Hutte D'Ogne, and Pt 208 respectively. A road parallel to the RN is worth a further VP because it offers a potential bypass. The VP location along that road is Pt 235. Contrary to Stonne hexes, these VP hexes can be "neutralized" (in other words rendered worthless to the occupier) by having a unit with orders to capture that location within 3 hexes. The rationale is that if you want to derive benefits (and gain VPs) from such a location, commanders must keep enemy forces away from them. Enemy units with orders other than attacking the VP location do not deny the VP to the occupier. VPs; are determined at the end of each turn with the lowest total being subtracted from the highest total (e.g., 10-6 = +4 VPs). A running tally is kept during the game because of the possibility of achieving Sudden Death Victory (200+ VPs). Astute readers have noticed by now that there are 9 VPs outside of Storme, itself worth 7 VPs. Therefore, one could pursue a strategy of capturing everything other than Storme and win. The de-emphasizing of Stonne in the victory condition is entirely planned. Ignoring Stonne is in my opinion a faulty strategy as holding everything else is near impossible. Being spread out invites strong attacks against local garrisons and defeat in detail. A more likely approach to victory now stems from holding Storme as often as possible, launching sharp counterattacks as soon as possible after its loss, while performing as well as possible elsewhere. Holding the RN VPs, Pt 208 - Pt 222 - Pt 235, divides the battlefield in two zones and renders lateral redeployment difficult, if not downright dangerous. Players should expect to see Storme change hands several times in the course of a game. This, in my book, spells action, excitement, and plain old fun! Overall victory should go something like:
In addition to this (I can hear Dean moan all the way from Illinois) I would like to propose the following modification to the optional reinforcement rules; scheduled reinforcements arrive normally. Dean says in the game-specific folder that the Germans could have rushed additional troops to respond to stepped-up attempts from the French to interfere with the Meuse crossing. I have no problem with that. What I have a problem with is that The Gamers proceed to give the Germans a better probability to obtain reinforcements each hour: 50% vs. 33%. Now, that doesn't look like a response to French moves at all. In the first test game, the Germans obtained more reinforcements than the French, faster, leading to a lopsided situation. I have come up with the following rules governing optional reinforcements. Each time a side receives an optional reinforcement, a marker is moved on an optional reinforcement die roll modifier track (-2, -1, 0, +1, and +2). Both sides roll normally. As soon as one side becomes +1, it can no longer roll for optional reinforcements, unless that side is losing on VPs. If a side is losing on VPs, it can keep rolling for optional reinforcements until it becomes +2. The historical rationale for these restrictions is that either side would pour in reinforcements in the hope that they would be sufficient to achieve their objective(s). Additional reinforcements, presumably held in Corps or Army reserve, would not be committed unless the objective is not obtained, or unless one side perceives that it is losing the overall battle. Another (gaming) rationale is that TCS games are major time and energy investments. Having a rule that limits, but does not eliminate, the swing of Fate contributes significantly to the gaming experience. I will go on the record saying that a side that achieves a +2 on the optional reinforcement chart ought to do very well in the game. I see little need to grant that side additional troops that realistically would have been diverted to some other "hot spot." GD'40 Campaign Victory ConditionsFor the sake of comparison, here are the victory conditions as printed in GD'40. Massive German Victory: No French units are north of
the xx.10 hexrow.
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