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  France '40 by GMT Games designed by Mark Simonitch  The 1940 French Campaign cannot be discussed without mentioning one individual, an...

France '40 by GMT Games France '40 by GMT Games

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France '40




 France '40


by


GMT Games


designed by


Mark Simonitch







 The 1940 French Campaign cannot be discussed without mentioning one individual, and that is Erich von Manstein. The idea for the 'sickle cut' came from his rather fertile brain. To go back a bit, you have to understand what the pundits, generals, and leaders had in their minds at the time. The French Army was the largest army in Europe. Who actually won World War One has been debatable down to this day. However, the French Army was absolutely one of the main reasons that the Germans finally lost. In 1940, all of the smart money was on the Allies. It is true that Germany had defeated Poland in a very short time. There were some mitigating factors about that victory, the largest being the stab in the back by the invasion of the Red Army. So, to a betting man, the size of the French Army and its strength was considered to be the largest factor in the coming campaign for Western Europe. The fact that there was also a British Expeditionary force added into the mix didn't help with the odds either. The bristling fortresses of the Maginot line also added to the thought that Germany had bitten off more than they could chew. The funny thing about the campaign is that both sides could not get the 1914 campaign out of their heads. The Allies based all of their plans on the Germans trying a repeat performance. Meanwhile, the Germans could not think of anything better to try than the same right hook toward Paris. The fact that most of the German High Command was absolutely in love with trying the same thing over again is a bit more than puzzling. More than a few of them fought tooth and nail for a repeat performance. Then along comes von Manstein with the audacity to suggest that maybe, going by how 1914 turned out, they should try something else. Was the furor on the German side just jealousy over the fact that none of them thought of it first, or our ideas that the German Great General Staff was filled with brilliant generals totally off the mark? Strangely the arguments on the German side continued until they inadvertently flew over the Allied lines and gave them the rehashed Schlieffen plan. At that moment Manstein's sickle cut became the idea for the campaign pretty much by accident. With this game we get to see why France fell in such a short time and all of the bookies went broke. It actually has two games included, so we also get to play out Operation Dynamo and see if the British, and some of their Allies, can escape the collapse of France. The box also has a nice picture of a French Char B1 tank on the cover.



 This is what Mr. Simonitch says about the game:


"France '40 contains two separate games: Sickle Cut and Dynamo. Both games use the same rules and share many game pieces, but each has a separate full size map.


Sickle Cut: Guderian's Drive to the Channel

This game covers the crucial week in May 1940 when the German army broke the French line on the Meuse and raced to the sea at Abbeville. The game starts on May 13th, the third day of Case Yellow. Six panzer divisions have passed through the Ardennes and are now at the Meuse River. The French and British have raced through Belgium to reach the Dyle Line and cover the Gembloux Gap. The stage is set. Can the Germans cross the Meuse in front of strong opposition? And, if they can, will they be able to break out from the bridgeheads and advance across the map while threatened by Allied reinforcements pouring in from the north and south?


Dynamo: Retreat to Victory

This game covers the British withdrawal to Dunkirk and the evacuation. The game starts on May 24th, the day the British decide that the B.E.F. is in real danger of being cut-off from their supply base and the best option is to head for the coast at Dunkirk. However, many of the German panzer divisions are closer to Dunkirk than the British. Can the British reach the coast before the Germans? Can they hold the Dunkirk perimeter for eight days while they evacuate?


The rules for both games highlight armor, air support, and morale. Special rules include: Allied Heavy Tanks, DeGaulle, Rommel, Hitler's Halt Order, and French Command Paralysis.


2ND EDITION

France ’40 2nd Edition is a major upgrade to the original game. The rules for Extended Movement, Combat, Advance After Combat, Breakthrough Combat, and Determined Defense have been updated so they are more in line with the recent games in the 19XX series (such as Stalingrad ’42 and Salerno ’43). A new scenario has been included designed by Mark Merritt that combines both maps.


In addition, many new units have been added and some old units modified to provide a more accurate order of battle for both Sickle Cut and Dynamo. A few minor cities, some roads, and a fortified hex were added to the Dynamo map.


And most importantly, both scenarios have been sent through the playtest cycle again to make sure they are better balanced than they were in the first edition.


This game has long been one of my favorites due to the exciting situation and short playing time. I’m really pleased with this 2nd Edition and excited about the new features it has."



The Sickle Cut Map


 This is what comes with the game:


Two Paper Maps

Two Countersheets

24 Page Rulebook

16 Page Playbook

Two Identical Player Aid Cards

Two Setup Cards

Two 6-sided Dice

You can also buy a mounted map for the game. The only issue that might crop up is that the new version of the game has a two-map scenario. Naturally, the mounted map has only Dynamo one one-side and Sickle Cut on the other.

The back of the box has the solitaire suitability and complexity both listed as a five. GMT Games states that playing time should be between four to six hours. 



Dynamo Map



 We will now take a look at the game's components. The Rulebook is 24 pages in length. It is in full color and also has many examples of play for the player to learn the rules. The type is nice and large for us old grognards. The Playbook is 16 pages in length and is produced in the same way as the Rulebook. You get some extended examples of play along with the 1st and 2nd Edition Notes. For the history lover, there are six pages of authentic situation maps of the campaign. Then you get the rules and setup to play the two games into one combined game. There are two card stock full-sized unit at start and reinforcement cards. On one side are the units for Sickle Cut and the other side for Dynamo. One is for the German player and the other for the Allied player. There are two card stock four-page fold out players aids. These have everything needed for play ie. the CRT, Sequence of Play, Terrain Chart etc. The type size on these is also quite large. There are two full countersheets. The counters are 9/16" in size and are very easy to read, and their larger than 1/2" size makes them easier for your fingers to manipulate them. They come with the standard 'NATO' markings except for the armored units which have a small picture of tanks from the unit on them. Both maps are very well done and are not just paper but have a laminate coating on them. The terrain is easy to see and there should be no quibbling about what terrain is in each hex. 


 The game components are fully up to GMT Games standard of excellence. 



Counter Sample



 The two games are part of the Simonitch 1940s wargames, which include:

Ardennes '44

Holland '44

Normandy '44

North Africa '41

Salerno '43

Stalingrad '42

Ukraine '43

These two games are in GMT Games P500 system:

Italy '43

North Africa '40



This is the Sequence of Play:

"A. GERMAN PLAYER TURN
 France ’40  Player Aid Card   2nd Edition
 3
 EXPANDED SEQUENCE OF PLAY
 B. ALLIED PLAYER TURN
 1. German Initial Phase 
• The German player flips all Air units from their Used side to their 
Ready side. 
• The German player places his Reinforcements in their Entry Hexes.
 Dynamo scenario only: 
• Starting on Turn 6 the German player must withdraw the units 
listed on the Dynamo Turn Record Track.
 • Each Panzer division under a Halt! marker and currently in 
supply receive one replacement step (22.3).
 2. German Movement Phase (7.0)
 During this phase the German player may conduct any of the activities below in any order:
 • Move some, none, or all his units. 
• Conduct Auto-DS combat against any defending hex where at 
least 10-1 odds are obtained. Indicate the units that participate in 
that attack with Auto DS markers (7.7). Advance After Combat 
for these units is conducted at the end of the Combat Phase.
 • The German Player may place disrupted units in full retreat 
(13.1.3).
 3. German Combat Phase (8.0 - 15.0)
 A. The German Player may attack adjacent enemy units or conduct 
Disengagement Attempts (20.3) in any order. As each attack is 
resolved apply the step losses, conduct the Retreat, the Determined 
Defense, and the Advance After Combat before moving to the 
next combat. 
B. After all combats are completed, advance all units with Auto DS 
Markers (7.7). 
4. German Recovery Phase (13.4)
 All German units that are Disrupted may recover one level—those 
that are Disrupted have the marker removed, and those that are in 
Full Retreat have their marker flipped to the Disrupted side. Units 
adjacent to enemy units must roll for Recovery (13.4.2).
 5. German Supply Phase
 A. Check the supply status of all German units (18.0).
 B.  Roll for Attrition (18.5) of all German units that are:
 • marked with a red Out of Supply marker (including those just 
marked), and
 • adjacent to an enemy unit. 
6. GQG Phase —Sickle Cut scenario only
 Any GQG markers scheduled to be removed are removed at this 
time (21.2.6). The German player places the remaining GQG 
markers currently in the GQG Marker Holding Box on Allied 
stacks containing at least one French unit. He then rolls two dice 
and removes the GQG markers with those numbers (21.2.4).
 1. Allied Initial Phase (depends on the scenario)
 Sickle Cut scenario only: 
• The Allied player flips all non-Disrupted HQs that can trace a 
Line of Supply to a W, S, SE or E Entry Hex from their Used 
side to their Ready side (17.2.1).
 • The Allied player draws a number of units from his Reinforcement Draw Cup and places them on a friendly controlled Entry Hex.
 Dynamo scenario only: 
• The Allied player flips all RAF units to their Ready side (22.6).
 • Check to see if Belgium surrenders (22.4.1). Belgium automatically surrenders in the Allied Initial Phase of Turn 5.
 • If Turn 4 or later, the Allied player may evacuate units from 
Dunkirk (22.5).
 2. Allied Movement Phase
 Identical to the German Combat Phase except switch the term 
German with Allied. In addition:
 • Sickle Cut scenario only:  The Allied player may use Rail 
Movement (7.6), and may complete the Dyle Line IP’s if still 
occupied at the end of the Movement Phase of Turn 1.
 3. Allied Combat Phase
 4. Allied Recovery Phase
 Both phases identical to the German Combat and Recovery Phases 
except switch the term German with Allied.
 5. Allied Supply Phase
 Identical to the German Combat Phase except switch the term 
German with Allied. In addition:
 • Allied HQs do not roll for Attrition. They are eliminated if they 
cannot trace a Line of Supply to a friendly Combat unit. 
• Do not roll for Attrition of Fort Units until all friendly Combat 
units stacked with or adjacent to the fort are eliminated. 
• Sickle Cut scenario only: On or after Turn 5 the Allied player 
may use the Hitler’s Halt Order rule (21.3) to slow German 
mechanized units. 
• Dynamo scenario only: In the Allied Supply Phase of Turns 1 
and 2 the Allied player takes any Halt markers in the holding 
display (always either one or two) and places them on a German 
panzer division and then rolls two dice to remove up to two 
Halt markers.
 C. END PHASE 
Record the completion of a Game Turn by advancing the Game 
Turn marker one box and proceed to the next turn."


 I have to confess that I am a fan of the 1940s game system and have played all of the above released games from it and enjoyed playing them all. So, my expectations for France '40 were probably higher than normal. They seem to have the perfect mix of playability and be historically correct at the same time.


 There are numerous rule changes in this second edition compared to the 1st. The components have also changed a bit. Here is that list:

1.11 new units included, plus many units had their values changed. 

2. New CRT

3. A few roads were added to both maps.

4. Determined Defense Table changed significantly.

5. Disengagement Table changed.


 Mr. Simonitch states that he tried to fix the play balance in Sickle Cut because it was too difficult for the German Player. I find this interesting because I have seen people posting that it is now too hard for the German player. Two things come to my mind. The first is that you cannot make everyone happy. The second is that hopefully you will not be playing against a French opponent who is as abysmal as the French Command was in 1940. After all, the Allies had more men and tanks (although spread out and poorly used) and it should have taken the Germans much longer than it did.


 One of the most interesting rules of the series is the one that deals with 'Determined Defense'. Usually in games, you roll the die and crosscheck the number rolled in the CRT on the appropriate odds ratio column and voila, you follow the instructions under that column piece. Not necessarily in this game. The defending player may choose to use a 'Determined Defense' against the attackers. As the rules state "A Determined Defense represents a hold-at-all-cost order or an immediate counterattack". You do have to first deal with any step losses from the CRT roll before the defender can make use of this rule. Then one of the defending units must be a 'Lead Unit' (see rule 11.2 in the link to the online rulebook below). You then would roll and look at the 'Determined Defense Table' to see if and what applies to this action. 


 This game itself has some rules that add some historical reality and flavor to the game. The first are the 'GQG' (Grand Quartier General) markers. There are six of these markers that the German player can use in the beginning of the game. This number drops due to die rolls and what turn it is in the game. These are placed on different French stacks be the German player. The GQG markers are effectively army fetters that hogtie those French units affected by them. This is to show the incredible confusion in the French High Command at the beginning of the 1940 campaign. The Allied player gets to use the 'von Rundstedt Halt Order' once on or after the fifth game turn. This is to replicate the Germans' actual halt order during the campaign. They had become almost frightened by their own success and were afraid that all of the Panzers would be cut off by an Allied counterattack. Both of the above rules are used in the Sickle Cut and Combined scenarios.



Some of the Newer Units


 The scenarios each last this long:

Sickle Cut: 10 Turns

Dynamo: 12 Turns

Combined Scenario: 23 turns


 As I said, I have been a fan of the game series since the start of it. So, it comes as no great shock that I am more than pleased with this game's new refined issue. You can, as the German player, recreate history, which is as it should be. Conversely, you can use your French forces to dull and even stop the Sickle Cut Plan from working. The game has the best of both worlds as far as size is concerned. You can have the normal size game that does not take up a lot of space and yet still be a good game. If you have the room, you can also play the combined scenario with both games - sort of a mini monster. If you are looking for both great gameplay and historical gaming, France '40 delivers on both accounts. Thank you, GMT Games, for letting me review the newest in the 1940s series. 



Robert Peterson

GMT Games

France '40 Rulebook

France '40



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