After a
long stretch out of print, Mark Simonitch’s France '40
(GMT Games, 2024) is back in print. It was first released in 2013; this time it appears in a revised second edition with some updates to the rules to bring the
game in line with the more recent editions to the 19XX family. France ‛40 was and still is actually two games dealing with
two separate but linked operations. The first, Sickle Cut: Guderian’s Drive to
the Channel takes its name from the much-revised German Western invasion plan, Unternehmen
Sichelschnitt (code-named Fall Gelb, or Case Yellow),
the initial invasion of Belgium, and France, and the thrust through the poorly
defended Ardennes region. The second game, Dynamo: Retreat to Victory, covers
the delaying action undertaken by the overwhelmed French forces to secure the
time needed for the bulk of the British Expeditionary Force’s evacuation from
Dunkirk.
Mr
Simonitch’s 19XX games have been a staple of the GMT catalogue, and of my
collection, for more than two decades. The second edition of France '40 has served its time on the
P500 list (I think I pre-ordered it maybe six years ago) but judging by the
contents of the box – and the regard held for the original release – it’s definitely
been worth the wait.
A quick note
Before I get into the meat and potatoes of the game, I’d just like to talk about the nomenclature I’ve adopted in referring to these games. A lot of people insist on referring to them as “Mark Simonitch’s Forty-X series” or simply the “ZOC-Bond series,” referring to the Zone of Control rules that have been a hallmark of the games. As I’ve said previously, I’m disinclined to call these games a series, even though familiarity with one will definitely give you a leg-up in understanding the next. It’s reductive to refer to the games as a series, because it highlights the similarities between them while papering over the differences that make each game a better representation of the situation it models. I think it’s more helpful to think of the games as a family; while there’s definitely a sibling resemblance, each has its own personality. As for the name, Mr Simonitch has himself referred to these as his 19XX games. I think this is a better epithet than Forty-X, mostly because I selfishly nurture some hope of there being a Poland '39 inclusion sometime in the future.
The box
art for the second edition is an illustration by Antonis Karidis of a pair French
Char B1 bis tank (at least I’m pretty sure of that – happy to be corrected in
the comments), with what look like a couple of Bristol Buckingham medium
bombers in support (again, happy to be corrected on that). This is a change
from the first edition cover, which featured a really effective photomontage by
Rodger B. MacGowan, but it’s not unwelcome, and it brings the game into line
with the dress of the newer 19XX games like Salerno '43 (GMT Games, 2022)
and North Africa '41 (GMT Games, 2023). It’s colourful and pleasing to
the eye, and it eloquently conveys that you’ve just picked up a historical wargame.
The box-back
offers an image of the maps and some sample counters (these seem to me
represented at actual size, which is always a good thing), and gives us a brief
description of the subject of the game-set and a tally of what you’ll find inside.
It also tells us that the publishers believe this game is suitable for ages
fourteen and up, that it each should be playable in four to six hours (in this
case the six hours may refer to the additional scenario included in the second
edition that combines the two games; I’ll come back to this later). The
Difficulty rating is set at 5 out of 9, which I think I’d agree with – the 19XX
games tend to be meaty but not distractingly difficult, and as previously
mentioned, familiarity with one will help in picking up the next and the next –
and the Solitaire Suitability rating is also a stolid 5. Personally, I don’t
think I’d pull out any 19XX game to play solitaire by choice, except for
getting acquainted with it (probably two or three plays through at least), but
from what I‘ve seen so far, there doesn’t seem to be any hidden information, a
la Holland '44 (GMT Games, 2017). I think it would make a good solitaire
experience if you could leave it set up somewhere and take from it11’ by17’
between turns.
The Rules of Play and Playbook for France '40. |
The
19XX rulebooks, in my limited experience, are always well laid out, with useful
illustrations that help to explain the idiosyncrasies of the rules in play. The
France ‛40 rulebook is unexceptionable in this regard, meeting the already
established high standards for readability and clarity. The Rules of Play run
to twenty-four pages (with cover and an index on the back cover page – always nice
to see) but the actual rules only run to seventeen pages.
Rulebook (sample page): ZOC Bonds explained. |
Though
a playbook is included in the package, the Rules of play also include the
details for the two single-map scenarios (alas, no shorter scenarios are
included; it’s the game or it’s nothing). Also included are an illustrated
table explaining the quirks of some special units with unique qualities, and a list
of Counter Abbreviations (also handy).
The Extended Example of Play from the Playbook; a good introduction for new players. |
The Playbook
for France '40 is a help and a treat. In a mere sixteen pages, it offers an
extended example of play (Sickle Cut), the original First Edition design notes,
plus supplementary notes for the Second Edition, some notes on the Order of
Battle by Fred Thomas, and six pages of reproduced French and German situation
maps from the battle, with notes relating the maps to the two games. The
booklet finishes with the aforementioned France ‛40 Combined Game instructions,
developed by Mark Merritt, and a bibliography for those of use who like to read
the history we play. I don’t know if I’ll ever get to playing the combined
game, but it does look intriguing.
PAC bi-fold, front (right) and back (left). |
The Player’s Aid Cards are a duplicate pair two-panel, double-sided 11’ x 17’ cards (no need for sharing) forming a booklet. The front page covers the direct effect of combat, and includes the Combat Results Table (and explanations for the result), Determined Defense Table, and lists of the Maximum Advance After Combat Rates and Combat Modifiers applicable to the CRT.
PAC interior. Some thought has obviously been put into how to make
the Player's Aid Cards as useful as possible.
Inside fold of the card offers all the specific case tables relating
to movement – Extended Movement, Disengagement, Breakthrough Combat and Evacuation
– as well as the Rally and Isolation Attrition tables, and an Expanded Sequence
of Play. The back page presents a detailed Terrain Effects Chart, with some
extra details on unusual terrain features found exclusively on the Dynamo map
Sickle Cut At Start and Reinforcement Cards set-up cards... |
One thing I love about the 19XX games I own (and that brings a sense of relief whenever I see them on other games) is the unit set-up cards. Sometimes they’re call Order of Battle Cards, or Reinforcement Charts; here they’re called At Start and Reinforcement Cards (so there’s no confusion. These are two double-sided PACs, one for the Allies and one for the Germans, that set out all of the units required for the Sickle Cut game on one side, and Dynamo on the other.
...with the Dynamo set-up instructions on the reverse side of each. |
Placing
the pieces in their appropriate spaces on the card ensures that you have all
the requisite counters (many of the counters are shared between the two games),
while the notation below each space declares where each piece should be placed
on the map. Some may say it’s double handling, but I have games I’m reluctant
to pull out sometimes because of the barely legible placement notation snuck
into one corner of the counter. I don’t mind a little extra set-up time if it means
I can set the game up.
Which brings me to the counters. The game comes with two sheets of 5/8th counters (383 counters in all – one blank), of which only about four dozen are markers and such. It’s a very unit-rich game, or games.
The unit counters themselves are laminated on a good weight grey-core cardstock, clear to read with good registration. The units are identified by NATO symbols and silhouettes for the armoured vehicles, in keeping with previous 19XX games. The national colours backgrounding the unit counters are appropriate and distinctive, and all should stand out clearly on the map (no, I haven’t got to clipping this one yet; it arrived in the same delivery as Rebel Fury (GMT Games, 2024), so it’s next in line).
Sickle Cut map, (This is actually the mounted map. I couldn't shoot the paper map without really bad glare, and couldn't get the camera to focus with it under Perspex.) |
The maps really pop. Mr Simonitch is a graphic artist by trade and training and mentioned in an interview with Punched online magazine that he’d done around 100 game maps as a freelancer before joining Avalon Hill. The maps for Sickle Cut and Dynamo have a look that nods to the best traditions of operational-level maps (neutral background with simple, clearly defined features) but still manage to look fresh and modern. The 19XX games are, for my money, the best representation of modern era operational-level maps in print today, and these two are no exception. Everything is clear and clearly explained in terms of game effects.
Dynamo map. Both maps feature a turn track, while the Dynamo map also sports an evacuation table and an boxes for evacuees and English/German air support. |
A minor
adjustment has been made to the Dynamo map with the removal of the bottom
border. This is to facilitate the overlapping of the two maps for the Combined scenario,
which uses the full Dynamo map and the bottom three fifths of the Sickle Cut
map, meeting at the hex-latitude of Abbeville/Cambrai.
Finally, we have the dice and baggies; two six siders of a quality familiar to 19XX collectors, one in blue and the other in black. I haven't counted the baggies, but from past experience I'm certain there will be sufficient for a sensible division of pieces. The notable absence from this picture is a travel insert. Rebel Fury didn't come with one either. This makes sense seeing as France '40 isn't a card-driven game and there are no heavy card decks to otherwise shift around during shipping, potentially damaging the maps or popping counters. I ordered the mounted map as well, so I would have been throwing out the insert anyway. I can report the mounted map will fit into the box with enough extra room for at least one counter tray, so there's that.
My copy
of France '40 arrived about three weeks ago, and I still haven’t got around to
punching and clipping it yet. I pulled everything out for a look-over and red
through part of the rulebook the day it arrived, but the lure of Rebel Fury was
too great. But having another look over the materials for this post, I think I’ll
be spending the next couple of free evening hours in front of the TV, readying
this for some getting-to-know-you counter-pushing. What’s not to love about a
19XX game?
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