Saturday, 31 August 2024

State of Play: Dunkirk: France, 1940

 

 



After an overseas jaunt, T was back last week for a game. He texted me earlier in the day, “Still okay to invade Poland at your house tonight?” I understandably took that as a provocation; I thought about pulling out No Retreat! 3: Polish and French Fronts (GMT Games, 2018), but it’s been so long since I read the rules, I didn’t feel confident presenting it to someone new to the system. So, I thought, of invading France instead.

I’ve been threatening T with Dunkirk: France, 1940 (Worthington Publishing, 2018) for more than a year now. Sadly out-of-print, this is a stripped-down version of the German invasion of France that brought an end to the Phoney War, the event everyone knew was coming but, nevertheless, nobody had adequately prepared for.

Initial game set-up. Draw cup on the other side of the board, coffee mug to the left
(to paraphrase Napoleon, this army runs on its java).

Dunkirk is a block game played out on a fairly schematised map of western Europe, which makes it into a tricky puzzle of manoeuvre and combat. Units have two-to-four steps, indicated by a series of numbers on the edges of the unit blocks. The strength values for units are interesting because they capture not only the unit’s functioning strength, but also its cohesion and morale, with both the potential for both the number of dice rolled in attack/defence and the target number (that number or lower counts as a hit) both dropping with consecutive losses.

Block example: this is a three-step French unit with dwindling strength. You start off
rolling three ten-sided dice looking for 3s or lower, but by the last step you're down
 to rolling a single die looking for a 1 or a 2 for a hit. The HQ marking indicates this
is the Headquarters division for the 1st Army.

The overall parameters of the game are pretty straight-forward. It is played over six turns. Infantry can move two spaces in unimpeded terrain, while mechanised and armoured units can move three spaces. Crossing a bridge will cost an extra movement point (this game-board has a lot of bridges), as will moving through the swampy area around Rotterdam. The play area is only twelve-by-twelve hexes, with regions cut out for the English Channel and the Maginot Line.

The neutral forces (the Netherlands and Belgium) begin in the cities indicated in their regions, one unit to a city. The Germans and French (and the BEF) have some flexibility in set-up, but the German A and B formations have to always be withing three hexes of their HQ (a designated block in the formation, marked with a white box in one corner). The French formations are smaller but must always be within two hexes of their HQ, reflecting the inferior communications of the Allied forces and the brittle nature of the French leadership.

The cauldron. Actually, it's an oversized coffee cup, one of a pair we received
as a wedding present, but the diameter and the curved interior bottom make it
a perfect chit-draw cup.

 

One of the delights of this game is the use of simple mechanics to reflect historical conditions. The order of play is dictated by a formation block draw – like the chit-pull system used in Blind Swords series games and others, but with wooden blocks instead of markers. In the first round, only the four German tokens, those of the French 1st and 9th armies and the BEF, and the German player gets to choose one token to be “drawn” first, so the Germans always initiate the aggression. Draw tokens for the French 2nd and 7th armies and the no-longer “neutral” forces are added in the second round, and the French Reserve formation in the third.

The game is focussed on the German player, in that only the German side scores points – through the Allies can act to mitigate the German’s score – and, to mix things up a bit, the German player will, in the normal run of things, choose at random one of six Strategy Cards outlining the Axis priorities in the coming game, i.e., the player’s Main Objectives, Bonus Objectives and Victory Conditions (the events or circumstances that will subtract points from the German players VP quotient). The target number in each scenario is a 10-point or higher threshold.

The drawn chits from turn 2, in sequence (Belgium is face down because, buy the time
it was drawn, there were no more Belgian troops to give orders to).

Anyone who has played a game with a chit-draw activation system will be familiar with the to-and-fro nature of the action, but this was T’s first experience of it. It’s not, in itself a difficult concept, but it’s a mechanic that hasn’t come up in the games we’ve played. T took to it pretty quickly, after a couple of early “Your turn” moments. By the second round we had got into the rhythm of the game. T’s Germans bulldozed through nearly all the Netherlander forces an a third of the Belgians in the first turn. As previously stated, the neutral countries have their activation tokens added to the mix in the in the second turn, but by the time the Belgian token was drawn there were no more troops left to order.

The German player earns victory points by taking control of certain towns and, depending on the Strategy being played, wiping out particular formations. In this case, it was the French 7th Army, which showed more resilience than was historically true. In the south, the 9th Army put a defiant show against the German A Group, sustaining heavy losses. Had we played through the full six turns, a German victory was probable, but certainly not a given.

The map is simple but offers a lot of detail, including set-up areas for the French,
British and German units.

On NOT fighting to the bitter end

Learning/teaching games always take longer, and T had arrived later than usual, so we called this outing at the end of turn 4. Looking at the board, I thought T would have been on his way to a likely win on points, in spite of a successful evacuation of all of my BEF troops (a four-point reduction to his score). But even with the leg up of not taking the second German A and B draw tokens out of the mix after turn 2, it wasn’t enough to secure victory.

At close, T had taken control of Dunkirk and Calais for four points, and Atwerp, Ghent and Brussels for another three. He had taken Eindhoven early in the action, but ignored Rotterdam, which was still held by the remaining Dutch division (one extra point) and hadn’t hadn’t yet reached Lille, though had the game played out another round, Lille would probably have been secured. He had four units out of the game at the end of turn 4 (one point lost for every two units out) but would probably have been able to bring most of all of them back into play if taken to the final turn. The escape of the BEF cost him another four points, but even without that imposition T wouldn’t have had enough points to reach the German Victory threshold of ten points.

Casualties of war: the end state at close of the fourth turn.

Being the first time out (it was my third or fourth run at the game, but first against another player), we weren’t taking the game too seriously. Next time no quarter will be expected.

Pressure on the centre: the French Reserve mobilises while the 9th Army's
Mechanised Division bravely stands against the tide of German armour. 

Mistakes were made

The decision to play Dunkirk was a last-minute one, and while I remembered a lot of the nuances of the game, there were two things that I forgot which would have benefited the Allies. While the Belgians have troops in the Eben-Emael fortress, they roll five(!) dice in defence, looking for threes or less. I played it as a straight Infantry defence and the Belgians melted away like a morning dew. The correct defence may not have lasted any longer, but may have shaved a little strength off of the mighty German war-machine.

Play is card-assisted with each side gaining a couple more cards each turn (like the draw token inclusions, there are reminders of the card-draw numbers on the turn track) Through the course of the game the German player draws a total of sixteen cards, the Allied player draws nine. There is a slim chance the German player may draw an event card that negates the Eban-Emael effect (an air assault that historically neutralised the fort). It a lucky draw of one of the Dynamo event cards in the second turn that allowed me to evacuate the BEW units from Dunkirk and Calais, but the Allied player can’t conduct the evacuation until the fourth turn.

Play is card-assisted. Players are restricted to one battle action per attack/defence,
but it just might tip the balance in their favour if it comes off.

The other mistake was something I only recalled at the end of our game – that the second A and B formation tokens were supposed to be removed after the second turn. The blitzkrieg tactics are eventually blunted by the stiffening Allied resistance and the stretching of their own supply lines. These however remained throughout our abbreviate game. Thinking about it, taking them out may have freed enough time to squeeze in at least a fifth round, but I think , having got to know the system and the terrain a little better, we should be able to put in a full game when we come back to it.

A typical roll: three dice, looking for 3s and lower.



 

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