S T 245 The Fall of France 1940.pdf

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Paraguay War, 1865-70 • War in the Middle Ages
he Fall
of France,
1940
Number 245
US Army &
Future War
U.S. - $4. 99
CAN. - $6. 99
strategy & tactics 1
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Decision Games…
publisher of military history magazines & games
Decision Games
Nine Navies War
Nine Navies War begins at the start of 1915, after a victorious Germany has
overrun France the year before. (Perhaps the BEF didn’t land on time or at all,
or they got bottled up in Mons, or the Germans kept to their full-blown, keep
the right super-strong and pull back on the left Schlieffen Plan scheme, thereby
bagging two French armies in the Rhineland, etc.) Italy, seeing the German victory
train leaving the station, joins the Central Powers, as do Spain and Greece. All of
which makes for a dreadnought showdown in the Mediterranean, Atlantic Ocean
and North Seas, as the avidly Mahanist Kaiser Wilhelm seeks to inally defeat the
Royal Navy and thus make Germany into a true global power.
It will be the battleships of Britain, Russia and ‘Free France’ versus those of
Germany, Italy, Turkey, Austria-Hungary and the captured portion of the divided
French leet. (Each French ship is rolled for at the start of every game. Each can
be scuttled, go over to the British, or be captured by the Germans.) There will
also be the possibility of later US entry when/if the Japanese switch sides in the
Paciic and launch a dastardly surprise attack that inally draws in the Yanks.
Victory is determined on victory points awarded for controlling the various sea
zones around Europe. The geography thereby creates a kind of “two front war,”
one in the Mediterranean and one in the Atlantic. The Central Powers player is
also able to win a “sudden death” victory by controlling the waters immediately
surrounding the British Isles for one full year (three turns). If he does so, the
British have just been starved into submission.
All the battleships and battle cruisers aloat during that era, along with three
late-game British aircraft carriers, are represented in the various nations’ orders
of battle, as well as ships that were scheduled to be completed during 1919 if the
war had gone on that long.
Random events account for the larger developments taking place in the ground
war still going on in Russia, the Middle East and colonial Africa, as well as
accounting for capital ship losses due to mines, unexplained internal explosions,
as well as submarine, coastal artillery and land based aircraft attack.
A top of the line German battleship like the Baden has factors (attack-defense-
maximum speed) of 6-8-5, while the British battle cruiser Tiger is a 4-4-7. Top-
down, full-color, historic ship icons identify every ship.
The game uses a derivation of the classic Avalon Hill War at Sea . 9NW is
simple two-player game with a short three-turn “1915” scenario, which can easily
be inished in one sitting, as well as a 12-turn “campaign game” that will require
about eight hours to play.
Contents: 1 22x34" map, 492 die-cut counters, rules book. $50. 00
*
*
3
10
10
rh
l
i
6-7-6
Br
6-7-5
It
7-9-5
US
10
e
o
5-5-4
AH
6-5-7
RN
3-3-4
SP
ie
r
n
4-8-5
Ge
2-2-3
GK
5-5-5
FG
QTY Title
Price Total
Nine Navies War
$50
Land Without End
$50
Luftwaffe
$50
Storm of Steel (pg 60)
$140
Sh ipping ChargeS
1st unit
Adt’l units
Type of Service
$8
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Canada
21
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#245
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Now Available
Land Without
End
Land Without End: The
Barbarossa Campaign, 1941 is a two-player, low-to-intermediate
complexity, strategic-level simulation of the German attempt to con-
quer the Soviet Union in 1941. The German player is on the offen-
sive, attempting to win the game by rapidly seizing key cities. The
Soviet player is primarily on the defensive, but the situation also
requires he prosecute counterattacks throughout much of the game.
Game play encompasses the period that began with the Germans
launching their attack on 22 June 1941, and ends on 7 December
of the same year. By that time it had become clear the invaders had
shot their bolt without achieving their objectives. The game may end
sooner than the historic termination time if the German player is able
to advance so quickly he causes the overall political, socio-economic
and military collapse of the Soviet Union.
Each hexagon on the map represents approximately 20 miles (32
km) from side to opposite side. The units of maneuver for both sides
are primarily divisions, along with Axis-satellite and Soviet corps (and
one army) of various types. The effects of the general air superiority
enjoyed by the Germans throughout the campaign are built into the
movement and combat rules. Each game turn represents one week.
Players familiar with other strategic-level east front designs will
note the unique aspects of LWE lie in its rules governing the treatment
of supply, the capture of Moscow, and the Stalin line.
Contents: 1 22x34" map, 700 die-cut counters, rules book. $50. 00
Luftwaffe
Luftwaffe is an update of the classic Avalon Hill game covering the US
strategic bombing campaign over Europe in World War II. As US com-
mander, your mission is to eliminate German industrial complexes. You
select the targets, direct the bombers, and plan a strategy intended to defeat
the Luftwaffe. As the German commander, the entire arsenal of Nazi aircraft
is at your disposal. Turns represent three months each, with German rein-
forcements keyed to that player’s production choices. Units are wings and
squadrons, and they’re rated by type, sub-type, irepower, maneuverability
and endurance. There are rules for radar, electronic warfare, variable pro-
duction strategies, aces, target complexes, critical industries and diversion
of forces to support the ground war. The orders of battle are much the same
as in the original game, though the German player now has to plan ahead if
he wants to get jets.
There are also other new targets on the map, such as the German electric
power grid. In the original game the US player had to bomb all the targets
on the map to win. Given the way the victory point system now works, the
Americans need bomb about four out of the ive major target systems to
win, thereby duplicating the historic result.
Contents: 1 22x34" map, 280 die-cut counters, rules and PACs. $50. 00
2
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6-6
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X X X
5-8
name
addreSS
CiTy, STaTe
Zip
phone
email
ViSa/mC (only)#
expiraTion daTe
SignaTure
strategy & tactics 3
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coNTENTS
editor-in-Chief: Joseph miranda
Fyi editor: Ty Bomba
design • graphics • Layout: Callie Cummins
Copy Editors: Ty Bomba, Lewis Goldberg, Paul
Koenig and dav Vandenbroucke.
map graphics: meridian mapping
Publisher: Christopher Cummins
Advertising: Rates and speciications available
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F E A T U R E S
6 The Guerra Grande: The War of the
Triple Alliance, 1865-70
Paraguay takes on South America in one of the 19 th century’s
bloodiestconlicts.
by Javier romero Munoz
20 The Fall of France, 1940: Myths & Reality
The story behind one of the most stunning campaigns of the 20 th
century.
by John Burtt
4
#245
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coNTENTS
number 245
august/September 2007
F E A T U R E S
38 The Art of War in the Middle Ages:
A Survey
A millennia of mayhem from the Fall of Rome to the
Renaissance of Infantry.
by albert Noi
50 Tactical File: Gonzalvo de cordoba
dEpARTMENTS
31 for your information
nuclear Winter Possibilities
by David Lentini
& the Battle of the Garigliano
The Spanish win a battle as a wily general takes his
place as a great captain.
the 2006 War in Lebanon
by William Stroock
by albert Noi
Siam in World War i
by Brendan Whyte
36 ThE LoNG TRAdiTioN
37 WoRkS iN pRoGRESS
54 US Army Transformation
for Future War
ThePentagonre-toolsinordertoightboththenextwarand
engage today’s unconventional foes .
by William stroock
RULES
R1 TRipLE ALLiANcE WAR
by Javier romero
strategy & tactics 5
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