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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.
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.
- Mark Simonitch
Sickle Cut: Guderian's Drive to the ChannelThis 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. Note that the two maps may be linked together for players to study the entire period from May 13th to June 3rd, and the second edition does include a combined game scenario, found in the Playbook.
TIME SCALE: 1 day per turn
MAP SCALE: 4 miles per hex
UNIT SCALE: Divisions, Brigades, Regiments, and Battalions
COMPONENTS:
2 Paper Maps (each 22" x 34")
2 Countersheets
24 Page Rulebook
16 Page Playbook
2 Identical Player Aid Cards
2 Setup Cards
Two 6-sided Dice
DESIGNER: Mark Simonitch
MAP & COUNTER ART: Mark Simonitch
(from GMT website and BGG user)
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.
- Mark Simonitch
Sickle Cut: Guderian's Drive to the ChannelThis 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. Note that the two maps may be linked together for players to study the entire period from May 13th to June 3rd, and the second edition does include a combined game scenario, found in the Playbook.
TIME SCALE: 1 day per turn
MAP SCALE: 4 miles per hex
UNIT SCALE: Divisions, Brigades, Regiments, and Battalions
COMPONENTS:
2 Paper Maps (each 22" x 34")
2 Countersheets
24 Page Rulebook
16 Page Playbook
2 Identical Player Aid Cards
2 Setup Cards
Two 6-sided Dice
DESIGNER: Mark Simonitch
MAP & COUNTER ART: Mark Simonitch
(from GMT website and BGG user)
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