| A
Strategic / Operational-level sim of the two-week period beginning in mid-to-late
May 1940 when the Panzers halted and allowed the Allies to escape. There
is no "Panzer Halt" rule in the game, but there is also no "Allied Idiocy"
rule. Each player can explore possibilities and what-ifs?. There are two
scenarios : a 7-1/2 turn "No Halt Order" and a 12 turn campaign game. Hexes
= 6.5 kilometers and game-turns = one day. Medium complexity.
Game
components include : Mapsheet, 200 Counters (includes 6 blanks) and Rules.
Two
players (with some imagination, Solitaire). Ages 12 & up. World Wide
Wargames from 1986. Wargamer Magazine # 53.
ERRATA
Ignore
Rule 9.10. It was originally meant to cover 1/2 hexes, a condition which
doesn't exist on the finished map.
In
Scenario 2, the French units listed as starting within "two hexes of 1512",
should actually start "within two hexes of 1521".
|