http://www.treemme.org/Labirinto/Pandora/WiF/WiF-France.html

 

Fall of France

 

 

 By Dean Lueke

 

Historical background

This scenario covers a critical period of a normal World in Flames campaign game, the battle for France in the summer of 1940. The timetable for the Fall of France has a large impact on the chances for an Axis victory as well as the prospects for an early Allied victory.

 

If France is conquered or a Vichy government is installed in one turn (the historical case), then the Axis have time to mount an invasion of England, take Suez and venture into the Middle East and/or invade Spain to seize Gibraltar. If any of these objectives are obtained by the end of 1940, then the launching of Operation Barbarossa will not be delayed and the Western Allies will have difficulty recovering Western Europe before 1945.

 

If France is not conquered by the end of 1940, however, then Operation Barbarossa cannot be launched until 1942 and the British Empire will usually be secure. The Axis are usually in trouble in this case.

 

This scenario covers the period from May 1940 to December 1940. Since it lasts only four turns, it should be playable in a long evening (or at a convention). The scenario also allows players to make strategic and operational decisions.

 

The scenario will usually involve use of all of World In Flames' combat systems, land, sea and air. As such, its a good way to teach new players WIF's basic systems without having to teach them the production, garrison, political, etc. rules. It's also a good scenario to test the feel of otherwise untested house rules concerning nearly any aspect of WIF; since it can be played quickly, the new rule or rules can be tested in this scenario several times in a short period of time.

 

The scenario does not include production to avoid having new players have to learn its rules as well as to make the scenario a time slice of a normal WIF campaign game; players can't have their Major Power only build INF then HQs in the last two turns because those are the only units that would arrive on-map by the end of the scenario. Finally, removing production speeds up play of the scenario.

 

This scenario was designed to be used WIF 5.0 rules with only Wild Weather from Asia Aflame and the 2d6 Combat chart from Africa Aflame, but it can be easily altered to include all of the supplement's units and rules, or to include only WIF 5.0 rules, as the player's wish, although they must determine the forces if using all the supplements.

 

This scenario was designed by Dean F. Lueke, Henrik Lawaetz and Ove Zakrisson. A version of this scenario (modified by Christian Cederburg and Henning Pinholt) was used at VIKINGCON in Copenhagen, Denmark on the weekend of October 14-15, 1995.

 

Number of players

This scenario can be played by 2-4 players. The suggested player combinations are:

 

 

Players

Allies

Axis

Two

France and CW

Germany and Italy

Three

France

CW

Germany and Italy

Four

France

CW

Germany

Italy

Start Turn: May/June 1940

End Turn: Nov/Dec 1940

Initiative at start: +1 Axis

Rules: WIF 5.0, LOC#2 errata and "Wild Weather" from AsA, 2d6 Combat Chart from AfA.

 

Politics

Germany is at war with France and the CW. Italy is neutral but may declare war on the CW and France at the start of any Axis impulse.

CW and France can declare war on Italy at the start of any Allied impulse. (US Entry affects apply in both cases.)

 

Belgium, Netherlands, Switzerland, Spain, Portugal and Iceland are neutral minor countries at the start of the scenario. Denmark and Norway are German conquered minor countries.

 

Playable Areas

The only playable land areas for this scenario are the following areas on the European map: Germany, Belgium, Netherlands, Switzerland, France, Spain (including Er Rif), Portugal, Italy, Morrocco, Algeria, Tunisia, Libya, Egypt, Malta, Gibraltar, UK (including Ireland), Canada, Denmark, Norway and Iceland.

 

The only playable sea areas for this scenario are the following areas on the European map: North Atlantic, Denmark Strait, Central Atlantic, Cape Verde Basin, American East Coast, Mediterranean (all three areas), Barbary Coast, Bay of Biscay, North Sea, Norwegian Sea and the Baltic Sea.

 

Set Up (in order):

 

1. ITALY

Remove from Force Pools: None

10 INF, 1 MTN, 2 HQ

2 NAV, 3 TAC, 2 FTR

3 HS, 6 LS, 2 SUB, 2 TRS, 2 CONV

HS are Littorio, Giulio Cesare and Caio Dulio

 

Deployment limits:

Italy (including Sicily and Sardinia) and Libya

Maximum three land units and two air units in Libya

SUBS: Any sea area within range of Italian held port (MA of 6)

Other Naval units: Any friendly controlled port

 

2. FRANCE

Remove from Force Pools: None

17 INF, 1 MTN, 2 HQ, 2 ARMOR

3 TAC, 3 FTR

4 HS, 3 LS, 2 SUB, 1 TRS, 2 CONV

HS are Ocean, Dunkerque, Paris and Bretagne

 

Deployment limits:

France, Algiers, Morrocco and Tunisia

Maximum of three land and one air unit outside France

SUBS: Any sea area within range of French held port (MA of 6)

Other Naval units: Any friendly controlled port

 

3. COMMONWEALTH

Remove from Force Pools: None

5 INF, 1 Canadian INF, 1 DIV, 1 ARMOR, 2 HQ

3 FTR, 2 TAC, 3 NAV

8 HS, 3 CV, 8LS, 1 SUB, 4 TRS, 7 CONV

HS are Erebus, Barham, Revenge, Reknown, Resolution, Warspite, Queen Elisabeth and Nelson

CV are Hermes, Furious and Glorious

(All units are British unless otherwise specified)

 

Deployment limits:

United Kingdom, France, Egypt, Gibraltar, Malta and Canada

Guest HQ limits apply in France

Maximum of seven land units outside United Kingdom

Maximum of two air units outside United Kingdom

Canadian units start (and arrive) in Canada

SUBS: Any sea area within range of CW held port (MA of 6)

Other Naval units: Any friendly controlled port

 

4. GERMANY

Remove from Force Pools: All 3 and 4 Combat Factor INF, both 7 air-to-air rated FTR

23 INF, 1 SS INF, 1 MTN, 4 HQ, 5 ARMOR, 1 PARA

1 STR, 1 NAV, 1 ATR, 8 TAC, 7 FTR

1 HS, 1 LS, 2 SUB, 2 TRS, 1 CONV

1 Offensive Chit

HS is Gneisenau

(All units are German)

 

Deployment limits:

Land and air units: Germany, Denmark and Norway

SUBS: Any sea area within range of German held port (MA of 6)

Other Naval units: Ports in Germany

 

On Production Spiral

 

                         July/Aug 1940                                                  Sep/Oct 1940                         Nov/Dec 1940

                         -------------                                                   ------------                              ------------

CW                   INF, NAV, FTR, Canadian FTR, TRS          INF, HG, TAC,                     INF, HG, ARMOR,

                         CV (Illustrious), LS   FTR, STR

France                    INF                                                         2 INF, TAC                                         INF

Italy                        -                                                              INF                                          INF, NAV

Germany          4 INF, FTR                                                    3 INF, FTR, SUB,                   3 INF, TAC, FTR

                                                                                               HS (Bismark), LS, TRS

 

 

Production Notes

 

Players do not perform production in this scenario.

 

Players can substitute one HQ for one INF reinforcement for each Major Power each turn (except the first). The HQ is drawn randomly from the all HQs in the Major Power's force pool.

 

All naval units are face up on the Production Spiral.

 

Units on the Production Spiral (EXCEPT placed on the spiral due to a "B" or "S" combat result) when a country is conquered or a Vichy government is installed do not result in a loss of Victory

Points.

 

Victory Conditions

 

Victory points (VP) are totalled at the end of the Conquest Phase of each turn.

 

Players gain 5 VP for each friendly controlled "victory city".

 

Victory Cities

Allied held at start

London, Birmingham, Paris, Gibralter, Suez

Axis held at start

Berlin, Dusseldorf, Milan, Rome, Tripoli

Neutral

Madrid

 

Lose .5 VP for each BP lost due to strategic warfare Gain .25 VP for each resource that was enemy controlled at the start of the scenario that is now friendly controlled ($ @) Gain .5 VP for each factory that was enemy controlled at the start of the scenario that is now friendly controlled ($ @)

 

Lose 2 VP for each friendly land unit destroyed and naval unit sunk that turn (# &) Lose 1 VP for each friendly naval unit damaged and air unit destroyed that turn (# &)

 

Axis players lose 2 VP for each US Entry increase Axis players gain 2 VP for each US Entry decrease

 

Victory Points Notes

 

(#) Only 1 VP is lost by the Allied players due to sunk French naval units and no VP points are lost due to damaged French naval units

(&) Minor Country unit losses do not count for VPs

($) Resources and factories in minor countries are not considered to be "enemy controlled" for either side at the start of the scenario.

(@) Resources and the factory in Vichy French areas are considered to be controlled by neither player. Units lost or scuttled during the Conquest Phase do not cause a loss of VPs.

Do not round decimals - retain them until the final VP calculation

 

At the end of the scenario, subtract the Allied from the Axis VPs. The difference determines the scenario winner (historical total was about 50):

 

Axis - Allied VP

Victory Level

"Historical Aftermath"

71 or more

Total Axis Victory

Next Stop: New York

31 to 70

Decisive Axis Victory

Barbarossa in '41

11 to 30

Marginal Axis Victory

Attila in '42

-10 to 10

Marginal Allied Victory

Replay of WW1

-11 or less

Decisive Allied Victory

Prepare for Versailles 2

            Attila = (non-historical) codename for Soviet invasion of Greater Reich

 

Special Scenario Rules

 

1. Convoys

CONVOYS must be placed in the following sea areas by the respective Major Power:

 

The CW must deploy CONVOYS in the following areas. The numbers indicate the number of resources that are shipped through those

areas each turn that the CONVOYS are in the indicated areas:

 

Convoys Deployment

North Atlantic

16

Denmark Strait

16

Central Atlantic

9

Cape Verde Basin

9

American East Coast

7

 

Note that each sea area is part of a "pipeline". Thus resources lost in the American West Coast due to strategic warfare reduce the number of resources in the Denmark Strait and North Atlantic, etc.

 

Italy must deploy one CONV in the Western Mediterranen.

One resource is shipped through the Western Med CONV.

 

France must deploy a CONV in the the Western Med.

One resource is shipped through this CONV.

 

Germany must deploy one CONV in the Baltic.

Three resources are shipped through this CONV.

 

If a CONV route is cut and not re-established, the resources (=BPs) normally shipped through that route are considered to have been lost due to strategic warfare that turn.

 

2. Partisans

Partisans are not used in this scenario.