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Blitzkrieg 1940: Hannut et Stonne

Blitzkrieg 1940: Hannut et Stonne Rulebook

Table of Contents

Table of Contents

  • 0 - Overview
    • 0.1 - Game Scale
    • 0.2 - Terrain
  • 1 - The Counters
    • 1.1 Combat Units
    • 1.2 Combat Unit Reduction
    • 1.3 Headquarters (HQ)
    • 1.4 Artillery Observers (AO)
  • 2 - Sequence of Play
    • A - Operations Phase
    • B - Administrative Phase
  • 3 - Organization, Command and Doctrine
    • 3.1 Formation Organization
    • 3.2 Artillery Groups
    • 3.3 Doctrine
  • 4 - Line of Sight / Line of Fire
    • 4.1 Definition
    • 4.2 Weapon Ranges
    • 4.3 Checking the LoS
  • 5 - Activation
    • 5.1 Activating a Formation
    • 5.2 Activation Effects
    • 5.3 Reactivation of a Formation
    • 5.4 Fatigue Effects
    • 5.5 General Activation
    • 5.6 End of the Operations Phase
  • 6 - Actions and Reactions
    • 6.1 Actions by Activated Units
    • 6.2 Passive Unit Reactions
    • 6.3 Reaction Check and Modifiers
  • 7 - Movement
    • 7.1 Overview
    • 7.2 Particular Formations
    • 7.3 Stacking
    • 7.4 Antitank Guns (optional)
  • 8 - Firing
    • 8.1 Direct Fire (DF)
    • 8.2 Indirect Fire
    • 8.3 Fire Modifiers
  • 9 - Assault
    • 9.1 Assault Sequence
    • 9.2 Continuing Movement
  • 10 - Combat Results
    • 10.1 Combat Resolution
    • 10.2 Firing Results
    • 10.3 Neutralization Effects
  • 11 - Formation Demoralization
  • 12 - Mines and Defensive Works
    • 12.1 Mines
    • 12.2 Defensive Works
  • 13 - Victory Conditions
  • Example of Play (from the back of the mapsheet)
  • 14 - Scenarios
    • 14.1 Hannut - The Shock of Tanks
    • 14.2 Stonne - the Verdun of 1940
    • 14.2 - Scenario Notes
  • Charts (p. 37)
    • Fire Modifiers
    • Combat Results Table
    • Terrain Effects Table
    • Reaction Checks
    • Formation Factors

0 - Overview

One of the players controls the French units, the other the German forces. The abbreviation "hex" for hexagon will frequently be used. All distances are given in hexes, excluding the hex of the firing or spotting unit, but including the target's hex. This game requires the use of two six-sided dice (denoted 2d6).

0.1 - Game Scale

A game turn represents about an hour of real time. One hex on the map represents approximately 500 m. Each counter represents a company, a squadron or half-squadron or a headquarters (HQ) [in French, EM for "état-major"].

0.2 - Terrain

The maps represent the region around Stonne and Hannut. A hexagonal grid is superimposed on the map to regulate units' movement and combat. The effects of different types of terrain on movement and combat are summarized in the Modifiers Table and the Terrain Effects Table (see p. 37) [appended at the end of the rules translation].

1 - The Counters

1.1 Combat Units

Units are for the most part grouped into formations (see 3.1) and their counters have several markings (see diagram next page). Certain units may be considered as independent in which case they are attached to any formation (see scenarios).

1.2 Combat Unit Reduction

Each unit has two strength steps. A loss result suffered by a unit is indicated by flipping the counter to its reverse side. A second loss result eliminates the unit.

1.3 Headquarters (HQ)

Headquarters represent the formation commanders. They bear several indicating marks (see diagram).

On the front, a HQ indicates that the formation which it commands has not yet been activated and, on the reverse side, that it has been activated (see 5).

A HQ cannot be destroyed but it can be neutralized (see 10.2).

A HQ always moves at the speed of the fastest unit in its formation.

1.4 Artillery Observers (AO)

Artillery Observers (AO) allow the communication of firing information to artillery groups.

At the start of the game, the positions of the AO placed on the map can be secretly noted by the players (without physically placing the counters on the map). Each AO must be within three hexes of a friendly unit and not adjacent to an enemy unit. An AO is revealed during its movement if it finds itself within line of sight (see 4.2) of an enemy unit. In addition, if an enemy unit enters a hex that only contains an AO, the observer unit is automatically destroyed.

An AO cannot engage in combat but it has one strength step. Fire control by a neutralized AO are less effective (see 8.2).

Movement of AO, which takes place during the administrative phase, does not provoke reaction fire.

[The unit description diagram is as follows: along the top of the unit counter is its name (abbreviated), printed in a colored stripe. All units of the same formation have the same color stripe, units with a white stripe are independent. In the bottom left corner, the number before the slash is the attack strength, the number after the slash is the defense strength. In the bottom right is the unit's movement allowance, printed in black for infantry, in red for tracked (mechanized), and in red on a white circle for wheeled (motorized). On the right side of the unit, a small black number in a white circle is the unit's weapon range. A headquarters unit has the commander's portrait, in the top left hand corner is the formation that he commands, in the bottom left corner is a number which is his command range. The reverse side of the HQ, with a white stripe across it, denotes that the HQ has been activated this turn. Unit type illustrations, from the left, are: armored car, antitank gun, assault gun (armored), troop transport, motorcycle sidecar, infantry, heavy weapons, infantry, tank, tank.]

2 - Sequence of Play

Each scenario is played in a certain number of game turns, each of which has two phases.

A - Operations Phase

During this phase, the two players alternate activating their respective formations and may undertake, within certain conditions, reactions.

1 - Initiative Segment. One of the players draws an activation marker from the cup in which they have been mixed, the owner of this formation becomes the active player; the other player is termed the passive player. The active player may decide not to activate this formation (because of fatigue for example, see 5.4), the marker is then set aside and another marker is drawn.

2 - Operations Segment. The active player undertakes an operation: he takes actions with the units of the formation which was drawn (see 6.1) and the passive player may undertake reactions (see 6.2). When all possible and desired actions and reactions are finished, the players drawn another activation marker.

When all of the activation markers have been drawn the activation phase ends (see 5.6).

B - Administrative Phase

The following actions are performed, in the order indicated:

  • HQ counters are placed onto their active side.
  • Units which are back in command remove their marker.
  • Neutralized AO return to normal status.
  • AO may move.
  • Neutralized units and HQ check to remove their Neutralized marker.
  • Fatigued formations check to remove their Fatigue marker.
  • Demoralized formations check to recover from it and must retreat in case of failure.

At the end of the phase, the Turn marker is advanced one hour.

3 - Organization, Command and Doctrine

3.1 Formation Organization

A formation is, in general terms, composed of a HQ and a number of units attached to the HQ. Each formation, in addition to showing its historical identification, also has a color code to aid identification. In Blitzkrieg 1940, most formations represent a battalion of infantry or tanks with its organic companies or squadrons.

Certain units, noted by a white stripe, may be activated as part of their own formation or by being attached to other formations (see scenario rules).

3.2 Artillery Groups

Artillery obeys the same activation rules as other formations but does not have HQ. Because of the dispersal of the different artillery groups and their presence off the map, the activation rules are as follows: the Artillery marker drawn from the cup indicates that the owning player may fire one or more artillery missions on the map (see scenario rules).

3.3 Doctrine

Doctrine represents both how units of different formations maneuver on the map, and the tactical problems unique to each larger formation.

In Blitzkrieg 1940, units must maneuver within the following restrictions:

  • French infantry and tank companies may not be more than two hexes from their HQ.
  • German infantry and tank companies may not be more than three hexes from their HQ.

Any unit which does not meet these restrictions becomes Out of Command (place the appropriate marker).

4 - Line of Sight / Line of Fire

4.1 Definition

The Line of Sight (LoS) between two units is an imaginary straight line between the hexes in which these two units are located. The Line of Fire (LoF) represents this same line but limited to the range of the two units' weapons. When these lines are blocked by a terrain feature, they are said to be invalid: the target cannot be seen and the firer therefore cannot hit it.

Generally speaking, the maximum line of sight is limited to 8 hexes but certain units are less easy to spot than others. The maximum distances are therefore given as a function of the target:

  • tanks and armored cars in clear terrain: visible up to 8 hexes;
  • tanks and armored cars in city, woods, or orchard terrain: visible up to 4 hexes;
  • infantry, AO, motorcycles and AT Guns in clear terrain: visible up to 4 hexes;
  • infantry, AO, motorcycles and AT Guns in city, woods, or orchard: visible up to 2 hexes.

The LoS of a AO is increased by one hex (does not apply to HQ which are capable of artillery observation).

4.2 Weapon Ranges

The range of a unit is reduced to one hex when an enemy unit becomes adjacent to it. A unit which has suffered a Neutralized result also has its weapon range reduced to one hex.

4.3 Checking the LoS

In order for a line of sight to be valid, it must not pass through a hex containing a terrain feature that blocks it. If it passes exactly along the side of such a hex, and the adjacent hex does not block, then the LoS is valid. A blocking terrain feature in the hex of one of the two units does not block the LoS. The LoS between two adjacent units is always valid regardless of the terrain.

1 - When the two units are on the same level. The line of sight may not be traced through a hex containing woods, built-up area, or orchards.

Each hex on the map is considered to be at a single height. A hex which contains an elevation greater than that of the two units blocks the LoS between them. If however this hex is the same or a lower elevation, then the LoS is valid.

2 - When the two units are at different levels. A hex containing a woods, built-up area or orchard and whose elevation is less than that of the two units, does not block LoS between them.

If this hex is at a height greater than that of the two units, the LoS is blocked.

If this hex is at an elevation greater than one of the units but less than the other, the LoS is blocked in the hex directly behind the hex with the terrain feature. However, the LoS is valid for the hexes directly behind this "blind" hex.

The LoS between two units at different elevations is only blocked by a hex that is of higher elevation than the two units. A difference in elevation by itself does not block LoS.

See example on the back of the mapsheet [Appended at the end of this translation].

5 - Activation

No action may be undertaken by one of the active player's units unless the formation to which it belongs has been activated. The term "formation" is used in its most general sense to include all levels of activation (battalion, or artillery groups).

5.1 Activating a Formation

The formation marker drawn from the cup indicates which formation will be activated.

5.2 Activation Effects

The formation drawn becomes active. The units of this formation (including the HQ) may then each undertake one action in the order desired by the owning player. When the player has finished moving his units, he indicates the end of this activation (the HQ counter is flipped) and a new operations segment occurs.

5.3 Reactivation of a Formation

A formation is generally activated once per turn. However, the player may reactivate a formation which has previously been activated (exception: artillery formation) under certain conditions:

  • a formation may not be activated more than twice in the same game turn;
  • the formation may not be fatigued or demoralized;
  • the formation has a HQ which is not neutralized;
  • this formation has already been activated;
  • the player draws a "Replay" ["Rejoué"] marker from the cup.

Exception: artillery may not be activated more than once per turn. Except obviously if a second artillery marker is drawn from the cup.

Procedure and consequences. The units which make up a formation which is activated a second time may again undertake actions. Once these are finished, a Fatigue marker is placed on the HQ of this formation. The formation is then said to be fatigued.

5.4 Fatigue Effects

Any reaction undertaken by a fatigued units is subject to penalties. A Fatigue marker may be removed by not activating a Fatigued formation during a turn or by passing a check during the administrative phase. In this case, the Fatigue marker is removed by rolling 2d6 and getting a result less than or equal to the Formation Factor minus two (FF - 2, see p. 37) [in this translation the Formation Factors table is appended after the rules].

Fatigued units of the passive player may react (the fatigue penalty applies during the reaction attempt).

5.5 General Activation

If a General marker is drawn, the player keeps it in front of him. When a formation of his side is drawn, the player has the option of not playing the formation marker (and passing), then when a second marker of his side is drawn, the owning player may choose to activate these two formations together.

Example: The French player draws a General marker, then the marker for the 1st Cuirassiers, he keeps it, at the moment that he draws the marker for the 1/11 RDP, he may then activate the 1st Cuir. and the 1/11 RDP together.

5.6 End of the Operations Phase

The operations phase ends in two ways:

  • if the two players pass in succession, the operations phase automatically ends.
  • if one of the players has activated all of his formations, the other player may attempt to successively activate his remaining formations. He draws a marker from the cup and rolls 2d6. If the number rolled is equal to or greater than 9, then the operations phase automatically ends, regardless of the number of remaining unactivated formations. Otherwise he activates the formation as normal.

6 - Actions and Reactions

6.1 Actions by Activated Units

An active unit may perform one (and only one) of the following actions:

  • move using all or some of its MPs;
  • fire at full strength;
  • move half or less (fractions rounded up) of its MPs and fire with a reduced strength (in the order desired);
  • move and assault by spending 1/4 of its MPs (rounded up to the next whole number);
  • load or unload (for German companies) and move 1/2 MPs or fire;
  • rally (for neutralized units).

An activated unit cannot undertake an action unless the formation to which it belongs is activated.

An active unit which is out of command may undertake actions with restrictions: movement halved, fire with a negative modifier. [may an out of command unit do a move & fire action? would it use 1/4 of its MP? Also, no modifier is given in the fire modifiers chart for being out of command]

An active unit which is neutralized may only undertake a rally action.

6.2 Passive Unit Reactions

A passive unit may undertake, during the opposing operations segment, one of the following actions if it passes a reaction check:

  • make an opportunity fire;
  • retreat into an adjacent hex.

These reactions are triggered by an enemy movement or firing.

Opportunity Fire. This type of fire is limited to direct firing.

A passive unit may make an opportunity fire attack upon an enemy unit which is moving or which has just fired upon it and which is in range. The target must be in its LoF. The passive player interrupts the active player's movement in the targeted hex and announces his intention to fire. After resolving the fire or failing the reaction check of all the units which wish to fire, the active player resumes his movement. In each new hex into which the active unit enters or at each new fire by an active unit, the passive player may attempt an opportunity fire at the moment that a unit is able.

In order to be able to do an opportunity fire, the owning player must pass a dice roll less than or equal to the reaction value. There is no limit on the number of opportunity fires that a unit may make, provided that it passes the reaction check. A unit which is neutralized or part of a demoralized formation cannot perform opportunity fire at a distance greater than 1 hex.

A unit which is part of a fatigued formation must apply the fatigue modifier to the reaction check. An out of command unit applies a modifier to the reaction check.

Retreat. A unit may retreat if:

  • it has a valid LoS to a moving enemy unit within range;
  • an enemy unit becomes adjacent;
  • it has just been fired upon.

The passive player interrupts the movement of the active unit and announces his intention to retreat as well as the destination hex. A unit may only retreat once per action segment. Only neutralized units must pass a reaction check to be able to retreat.

6.3 Reaction Check and Modifiers

The values for the reaction check and their modifiers are given in the table on p. 37 [Reaction check values and modifiers table is appended at the end of this translation].

7 - Movement

7.1 Overview

A unit spends movement points (MP) to move from one hex to another, according to the terrain present.

A unit may spend all or part of its movement points during its movement. Movement points may not be saved from one turn to the next. Regardless of the cost of terrain, a unit may always move at least one hex.

The Terrain Effects Table indicates the MP cost as a function of the unit type: foot-propelled, tracked or wheeled vehicles.

7.2 Particular Formations

In certain cases units take particular formations:

Column (vehicles and infantry). A unit must enter column in order to receive the road bonus (place a Column marker). A unit in Column suffers a negative modifier when it attacks or is attacked by direct fire. The Column marker is removed when the road is no longer used or when the unit participates in an assault (see 9).

Dispersed (armored units only). An armored unit is automatically in Dispersed formation when it enters a city, orchard or woods hex (if the unit is off-road, otherwise it has a Column marker). A Dispersed unit suffers an unfavorable modifier for its firing and when it suffers an assault. This formation is not indicated by the presence of a marker.

7.3 Stacking

There cannot be more than three units in a hex, but this stacking limitation does not apply during units' movement.

HQ and AO do not count towards stacking limits.

When a direct fire is made against a stack, the firer chooses his target and indicates it to the other player before resolving the shot. When an indirect fire is made against a stack, all of the units in the stack are attacked by this shot.

7.4 Antitank Guns (optional)

French and German antitank (AT) units may be placed hidden on the map. The player notes the hex in which the AT unit is located.

An antitank unit is revealed as follows:

  • the antitank gun fires. Note that a failed reaction test reveals an antitank unit;
  • an enemy unit makes an assault against its hex;
  • the antitank unit moves and is within an enemy unit's LoS.

8 - Firing

There are two types of firing: Direct Fires (DF) and Indirect Fires (IF). In a general manner, units on the map may only fire direct and off-map artillery units use indirect fire.

8.1 Direct Fire (DF)

Direct fire requires a valid line of fire versus the target (see 4.1). Units which may perform DF are: armored vehicles, infantry units and antitank units. A direct fire is always made against a particular target designated by the firer. Direct fires are either fires by active units, or opportunity fires by unactivated units. [probably means passive units?]

Direct Fire procedure. Each unit fires separately. The player designates the firing unit and its target, within direct fire range. There must be a LoS between the firer's hex and the target. If a hex contains several enemy units, the firer may not examine a stack to choose his target before designating the firer. The fire is then resolved using the attack procedure (see 10). Exception see scenario 14.1.

Note: the French 25mm antitank guns as well as the German captured 47mm gun (counter 9/0 of the 14 PzJäg SchüR8) cannot fire against infantry but only against vehicles.

8.2 Indirect Fire

An indirect fire does not require a line of sight between the firer and the target, an AO or a friendly unit may have a LoS to direct the fire. The units which may fire indirect are the offmap artillery pieces. All of these pieces use high explosive munitions. When an indirect fire is resolved in a hex, it attacks all of the units present in the hex.

Indirect Fire Procedure. The player places an Impact marker for each activated firing group in the target hex(es). Then he resolves the fire for each of these impacts. If the firer has an observer who has a valid LoS to the target, this observer must successfully transmit the firing coordinates.

  • If the observer is a HQ which is observation-capable, the player rolls 2d6 and must roll less than or equal to 7 to successfully transmit (if the HQ is neutralized, add 1 to the dice roll).
  • If the observer is an AO, the player must roll less than or equal to 8 (if the AO is neutralized, add 1 to the die roll). If the AO is adjacent to the target, transmission is automatic.

If the check fails, the salvo is lost but the group is still considered to have been activated. If the transmission succeeds the salvo strikes the hex.

Note: only the HQ of infantry formations are observation-capable.

Grouped Fires. Several artillery groups may concentrate their fires on the same hexagon during the same activation. The results of each salvo are calculated one after the other. The player must announce in advance his intention to concentrate fire; if the target is destroyed before all of the salvos are resolved, the excess are lost for this activation (no possibility of changing the target). A single firing check [observation transmission?] is made for all of the groups.

Off-map Artillery. Artillery groups are not represented in the game by counters, since the batteries are located off the bounds of the map. These units must be activated in order to be able to fire and require the presence of observers on the map to direct their fires. See the organization details in the scenarios.

8.3 Fire Modifiers

Certain modifiers are applied during direct or indirect fires, as indicated on the Combat Results Table.

9 - Assault

Assault represents firing at very close range or hand-to-hand combat. An assault may be undertaken together with a movement. Assault is the only way to enter an enemy-occupied hex.

9.1 Assault Sequence

1 - Entry into the hex. The active unit enters an enemy occupied hex by spending a quarter of its MPs + the cost of terrain (or all of its MPs if required).

A unit which must spend all of its MPs to enter a hex and undertake an assault may not have spent any MPs before this assault.

2 - Defensive Fire. Units located in the assaulted hex fire at range 0, the attacker suffering any losses that occur. If the fire results in the attacker's neutralization, the attacker may exchange this result for a loss, in which case the assault continues, otherwise the attacker retreats into its hex of origin and ends its movement (the assault is then ended).

3 - Offensive Fire. The attacker, in turn, fires at range 0. If the result is the defender's neutralization, the defender may either exchange this result for a loss and remain in the hex, or retreat one hex and remain neutralized. If the assault result is a loss, the defender may choose to remain in the hex or to leave the hex.

Further, after offensive fire, a defender who was neutralized prior to the assault must leave the hex if he did not manage to make the attacker retreat.

4 - Assault. If neither of the forces retreats or is eliminated, each participant in the combat now fires again, all the fires now being considered simultaneous.

5 - End of the Assault. The assault sequence ends when one of the two forces is eliminated or has retreated.

Details. A unit which cannot retreat into any adjacent hex after an assault (overstacking, enemy unit, impassable terrain) is eliminated. In all cases, the retreat may not be made into the hex from which the enemy came.

A neutralized unit may always defend itself, with a penalty, during the first fire of the assault.

A unit in column fights with a penalty during the first fire of the assault.

Assault modifiers are indicated on the table.

9.2 Continuing Movement

A unit of tanks or armored cars which makes an assault against a defending force composed only of infantry, heavy weapons or antitank units may continue its movement after the assault if it still has a sufficient number of MPs, even if surviving defenders remain in the hex.

Continuing movement may only be made if the assault took place in clear terrain or on a road with the attacker in column.

A unit capable of continuing its movement in this way may undertake additional assaults so long as it has sufficient MPs.

10 - Combat Results

10.1 Combat Resolution

Regardless of the type of firing or combat (direct or indirect fire, assault, entering a minefield), the resolution procedure is the same.

1 - Determine the attack factor. The attacker's attack value is indicated on the counter, subtract from it the defense value of the target to obtain the attack factor.

[IMPORTANT! Apparently, per the example of play, attack values of infantry against armor are halved ...]

2 - Modify the attack factor. The attack factor obtained is now modified positively or negatively by modifiers (see table on p. 37 [Modifiers table is appended after this rules translation]) to obtain the final attack factor.

3 - Determine the result. Finally, the player rolls 2d6 on the Combat Results Table (see table p. 37) [] and determines the fire result according to his final attack factor.

10.2 Firing Results

There are three types of possible results:

  • no effect
  • Neutralization: the target gets a Neutralized marker;
  • a step loss (1): the target is flipped (or eliminated if it already suffered a loss).

See example on the back of the mapsheet [Example of play, appended at the end of the rules translation].

10.3 Neutralization Effects

A unit afflicted with a Neutralized marker can no longer move, its weapon range is reduced to 1 hex and all of its fires suffer a negative modifier.

Exception: a neutralized HQ may still move but with only half of its movement.

A unit which suffers a neutralization result may immediately replace it with a step loss.

[Note that per 6.1, the only action that an activated Neutralized unit may take is rally]

[Errata from Vae Victis: "A unit which has a Neutralized marker, and receives another Neutralized result, remains Neutralized. Players may try the following variant: when a unit has a Neutralized marker and it receives another Neutralized result, it loses a step and remains Neutralized - be forewarned that this will radically increase the losses."]

Removing a neutralization marker. When it is activated during the activation phase, a neutralized unit or HQ may check, by choosing the Rally action, to remove its Neutralized marker. For this, the player must roll, with 2d6, a number less than or equal to the Formation Factor of its HQ, minus one (indicated as FF -1).

Also, during the administrative phase, all neutralized units or HQ may check with the same procedure (roll less than or equal to FF -1) to remove their Neutralized marker. A unit may thus check twice per turn to remove its neutralization.

11 - Formation Demoralization

When a formation has lost combat steps equal to 50% (rounded up) of its total, the player checks the morale of this formation to see if it becomes demoralized by rolling less than its FF on 2d6. If the check fails, a Demoralized marker is immediately placed on the corresponding HQ.

If the check succeeds, the formation is not demoralized but with the next loss, and with each successive loss, the formation will check to see if it is disorganized [demoralized?].

Independent units which are not activated on their own but with a formation counts as part of this formation.

Demoralization Effects. A demoralized formation can no longer activate during the operations phase (even if its activation marker is drawn).

During the administrative phase, a demoralized formation must check to lose this status. The player must roll, with 2d6, a number less than or equal to the HQ's Formation Factor minus three (FF -3).

If the check succeeds, the unit is no longer demoralized. If the check fails, all of the units of the formation must retreat towards the friendly board edge (given in the scenarios) by spending all of its MPs. In addition, the units must move so as to get away from adjacent enemy units. Note: these moves do not trigger any reaction fire. When a formation leaves the map, its activation marker is removed from the cup [is this when all of the units of the formation have left the map, or when the HQ leaves the map?].

12 - Mines and Defensive Works

12.1 Mines

The number of minefields is given by the scenario. A unit which enters a mined hex immediately suffers an "attack" (Mines column on the table, p. 37) [Combat Results Table, appended at the end of this translation]. To leave a minefield, a unit must pay an additional MP cost (see the Terrain Effects Table) but it does not suffer an "attack".

A friendly unit may stack with a minefield in the same hex. If this unit is assaulted, before the beginning of the assault sequence, the attacking units suffers an "attack" by the mines. A minefield remains active for the entire game.

12.2 Defensive Works

The scenarios indicate the individual emplaced defenses, represented by a marker. This marker is removed when all of the units which were there are eliminated or leave the hex.

13 - Victory Conditions

The players win if they capture the historical objectives, per the scenarios, and hold them until the end of the game (a unit is present on the objective or was the last to pass through it).

Example of Play (from the back of the mapsheet)

Caption to the left-hand diagram is "Line of Sight examples". Example text is as follows:

"Actions example. The 1st Cuirassier unit is activated. The French player decides to choose the Movement action for one of the two Somua, which spends 6 MP (2+2+2) to move adjacent to the German and thus reduce its weapon range to 1 hex. During this move the German tank tries to fire on the Somua as it enters a new hex. In order to react it must roll less than 8 on the dice. It rolls 7 modified by +2 (number of hexes between the between the firer and target), for a result of 9, which fails. In the second hex the tank tries again and this shot gets a 6 +1 = success. The final factor is = 7 -1 (hex) -4 (Somua's defense) = 2, the die roll is 6, the shot misses, in the next hex the Pz IV will be able to fire again. The other Somua chooses Move & Fire and spends 2 MP on the road (column) plus 2 MP for the last hex (it leaves the road) then 4 MP to fire against the German company.

The Somua's attack value is 9 minus 0 (infantry's defense value) -2 (city) -2 (Move & Fire) = 5. The player rolls 2 (!) with the dice, which causes a step loss to the German company. If it had attempted an assault, it would have suffered a shot at range 0 from the German company = 4/2 (fire vs. armored target) = 2 +1 (range 0) = 3 for an attack value -4 (Somua's defense value) = -1, which leaves little chance for the German to accomplish anything. Similarly the Somua's attack factor would have been 9 +1 -1 (Move & Assault) -1 (city) = 8, which would not only have allowed the French player to get a good result but also to take the village by forcing the defender to retreat if he wished to survive. Important note: fire by infantry against armor is divided by 2 (oops! So sorry)."

[Transcriber's note: the two diagrams of this example are not reproduced; the example text is kept as printed, including the translator's spelling.]

14 - Scenarios

14.1 Hannut - The Shock of Tanks

[Errata from Vae Victis: The French OB here is too generous and the German OB not enough. Because of the imbalance of forces and the short duration we did not include all of the German troops in the sector. Similarly the III/11th RDP and 12th Cuirassiers were engaged to the north and the 2nd Cuirassiers had suffered losses the previous day and should be reduced to a squadron of H39 tanks. We suggest that our readers try the battle that way.]

French Initial Placement. The French player has the following formations available:

  • I, II and III/11 RDP
  • 1st, 2nd, 12th Cuirassiers
  • 2 x AO
  • 5x Prepared Position

He may place them anywhere west of column 21xx inclusive.

Formations placed into the cup:

  • I, II and III/11 RDP
  • 1st, 2nd, 12th Cuirassiers
  • 2x Artillery markers each corresponding to 2 x 105 Impacts [Medium - "Mo" for Moyenne] and 2x 75 Impacts [Light - "Lég" for Légère]
  • 1x Replay ["Rejoué"] marker
  • 1x General marker

German Initial Placement. [Errata from Vae Victis: the German OB here has some problems with unit designation, which do not affect play: the two battalions of the 14th Panzer Regiment should be the 5th Panzer Regiment; the 13th Infantry Regiment should be Schü. Regiment 12; the 4th Panzer should not include any 21st Infantry Regiment, but rather the 12th and 33rd Schü. Regiments, which are not included on the countersheet.]

The German player has the following formations available:

  • 3 Pz: I and II/14 PzR, I and II/13 IR; KG
  • 4 Pz: I and II/35 PzR, I/21 IR
  • 3x AO

The 3rd Panzer units enter on Turn 1 between hexes 2201 and 2210 inclusive, the 4th Panzer units enter between hexes 2211 and 2216 [inclusive?]. [Errata from Vae Victis, the Artillery Observers are placed on the map east of column 21xx.]

Formations placed into the cup:

  • 3 Pz: I and II/14 PzR, I and II/13 IR; KG
  • 4 Pz: I and II/35 PzR, I/21 IR
  • 3x Artillery markers each corresponding to 2 105 Impacts ["Mo" for "Moyenne", Medium] and 2 150 Impacts ["Lo" for Lourde, Heavy]
  • 2x Stuka markers each corresponding to 2 Stuka Impacts
  • 2x Replay ["Rejoué"] markers
  • 2x General markers

Scenario Length: 6 turns

Victory Conditions: The German player must occupy the cities: Marilles, Jauche-la-Marne, Foly-les-caves (see 13) to win a Tactical Victory. If he also manages to exit at least 6 armored units off the west edge of the map then he wins a Strategic Victory.

Special Rules:

  • First Turn: The German player does not place into the cup 1 Stuka marker, 1 artillery marker and his choice of 1 of his formation markers. Playing as the first player he may thus activate these three formations in any order that he wishes; after these activations, the game resumes play normally and a marker is drawn from the cup.
  • Stukas: Stukas function as artillery but do not require an observer to be used. The German player may thus with impunity bombard any unit on the map.
  • Transports: The German player has two armored troop transports that he may use throughout the game, the companies noted with a small Sdkfz [halftrack] on their counter begin the game embarked. These tracked vehicles may absorb one step loss like a normal unit. When they fire, they may combine their fire with that of the embarked company (this is the only exception to rule 8.1). He also has 6 truck markers that he may use to motorize 6 companies of his choice. These companies begin the game loaded, once they disembark the marker is removed and the player may not use it again. If one of the embarked companies is attacked by direct or indirect fire which causes a step loss, the truck marker is immediately removed.

14.2 Stonne - the Verdun of 1940

French Initial Placement. The French player has the following formations available:

  • I, II and III/67 RI
  • 4 BCC
  • 1x AO
  • 5x Prepared Position
  • 4x Mines between the west edge of the map and Les Huttes d'Ogny.

He may set them up wherever he wishes south of hexrow 04xx inclusive.

Formations placed into the cup:

  • I, II and III/67 RI
  • 4 BCC (independent)
  • 1x Artillery marker corresponding to 1x 150 Impact ["Lo" for Lourde, Heavy], 1x 105 Impact ["Mo" for Moyenne, Medium] and 3x 75 Impacts ["Lég" for Légère, Light]
  • 1x Replay marker ["Rejoué"]
  • 1x General marker

German Initial Placement. The German player has the following formations available:

  • I, II and III/GD
  • 14 PzJäg/GD (independent)
  • Stu. Pion. Bat. (Independent)
  • 1x AO

The units enter on Turn 1 between hexes 0112 and 0108 inclusive.

Formations placed into the cup:

  • I, II and III/GD
  • 14 PzJäg
  • 640 Stu. Bat.
  • Stu. Pion. Bat.
  • 1x Artillery marker corresponding to 2 105 Impacts ["Mo" for Moyenne, Medium] and 2 75 Impacts ["Lég" for Légère, Light]
  • 2x Replay markers ["Rejoué"]
  • 2x General markers

Scenario Length: 10 turns

French Reinforcements, enter along the south map edge:

  • Turn 2: 6th GRDI
  • Turn 3: 45th BCC, I/67 RI, 1 company of the 49th BCC (consider this unit as independent and always in command, put the 49 BCC activation marker into the cup); 1x Artillery marker, 1x Replay marker
  • Turn 4: II and III/67 RI, remainder of 49th BCC

[is the one company of the 49th BCC still considered as independent on turn 4 & after, when the rest of the formation appears?]

German Reinforcements:

  • Turn 2: I/8 Pz R (hex 0104)
  • Turn 6: I/Schü R 8; 14 PzJäg. Schü R. 8, 1x AO (???); 1x Artillery marker; 1x Replay marker.

Victory Conditions: The German player must hold Stonne at the end of the game to win a Tactical Victory. If he prevents the French player from exiting at least one armored unit off the north map edge then he wins a Strategic victory. [Can he win a strategic victory without winning a tactical victory?]

Special Rules:

  • Reinforcements: When reinforcements are scheduled to enter on a given turn, their activation marker is added to the cup.
  • Independent formations: Independent formations (white stripe) may be activated as formations, in which case the player adds their activation marker to the cup with the others; or he may decide to attach the elements of this formation to other formations, in which case he notes which independent unit is attached to which formation.

Example: The German player decides to split the Pioneers up, with one company to each battalion of the GD [Gross Deutschland], and to do the same with the antitank units, the activation markers of these units are not placed into the cup.

[Can some of the independent units be attached to other formations, while the rest of the independent units continue to activate as a formation?]

14.2 - Scenario Notes

[Printed in the source as "14.2 - Scenario Notes"; the translator's note in the source reads "should be 14.3, 14.2 is Stonne". Heading kept as printed.]

In view of the chaotic nature of the game system, games can sometimes be rather unbalanced especially if the players are of different abilities. We therefore encourage you to experiment with balancing the scenarios by adjusting the number of Replay, General, Artillery and Stuka markers. Additional markers are provided on the countersheet for this purpose.

Charts (p. 37)

Fire Modifiers

Firer modifiers, as printed:

FirerDirectIndirectAssault
Fatigued-1--1
Neutralized-1-not allowed, see 6.1
Column-1--1 (1st round)
Dispersed [7.2]-1--1
Stu. Pion.--+1
Move & Fire-2--1 (1st round)
Distance

[Out of Command? see 6.1]

[IMPORTANT! Apparently, according to the example of play on the back of the mapsheet, translated at the end of the rules here, infantry firing against armor has its attack factor halved ...]

Target modifiers, as printed:

TargetDirectIndirectAssault
Woods ["Bois"]-1-1-1
Orchard ["Verger"]-1-1-1
City ["Ville"] (Def)-2-2-1
Column+1+1+1
Higher elevation---1
Distance--+1 (range 0)
Neutralized

Combat Results Table

[Transcriber's note: the source conversion does not preserve the column alignment of this table reliably. The rows are reproduced as printed, one dice roll per line, with the header line exactly as it appears in the source. Check the column-to-header mapping against the printed table before relying on it. Results in red affect only infantry; results in black affect both infantry and vehicles.]

Art/Air                         Mine  Stuka  Light  Med  Heavy
Dés    1–  0  1  2  3  4  5  6  7  8+
2      N   N  N  N  1  1  1  1  1  1
3      N   N  N  N  N  N  N  1  1  1
4      –   N  N  N  N  N  N  N  1  1
5      –   –  N  N  N  N  N  N  N  1
6      –   –  –  N  N  N  N  N  N  N
7      –   –  –  –  –  –  –  –  –  –
8      –   –  –  –  –  –  –  –  –  N
9      –   –  –  –  –  –  N  N  N  N
10     –   –  –  N  N  N  N  N  N  1
11     –   N  N  N  N  N  N  1  1  1
12     N   N  N  N  N  N  1  1  1  1

Terrain Effects Table

MP costs, as printed:

MP costTrackedMotorizedInfantry
Clear ["Clair"]221
Orchard ["Vergers"]331
Woods ["Bois"]331
Main Road ["Route principal"]111/2
Secondary road ["Route secondaire"]211/2
Built-up area ["localité"]431
River ["Riviere"], off-road

[errata from Vae Victis]

Reaction Checks

Base value:

  • German tanks and antitank units: 8
  • French tanks and antitank units: 7
  • Infantry and Recon: 7

Dice Roll Modifiers:

  • Out of Command: +1
  • Neutralized: +2
  • Fatigued: +1
  • Per hex of distance: +1
  • Demoralized: +2

These modifiers are cumulative.

Formation Factors

Base value:

  • Germans: FF = 8
  • French: FF = 7

Modifiers:

  • Demoralized: FF -3
  • Fatigued: FF -2
  • HQ neutralized: FF -1
  • To rally a neutralized unit: FF -1
-1/hex
-
+1 (range 0)
-
-
Def. -1
Dispersed [7.2]--Att. +1
+2
+#
+1
Escarpment+2+3+1
Mines+3+4+1
La Petite Guette+3?-