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Category: Campaign for Norway (page 1 of 2)

Jun II 40 Allied Turn

Initial Phase

Both sides’ forces are in supply this turn. The disrupted Ger 1-6 Inf III C that amphibiously landed at Norwegian mainland coast hex 10B:2816 last turn is in “special supply,” per Rule 12C2-Special Supply Sources, by virtue of one of the three supply points air dropped into the hex in the exploitation phase. Since the disrupted Ger inf III has temporarily lost its “in-hex” ZOC, Norwegian mainland coast narrow straits hex 2816 is still Allied-owned, per Rule 24A-Disruption. Thus the functioning Bergen major port is still able to trace a sea element of supply through the all-sea narrow straits hexside at 2816/2917 (the Ask and Holsn double islet hex) and hence back to Great Britain.

Per the SoS Nordic Adventure OB, which we are using for the Campaign for Norway Extended Scenario additional Jun I and Jun II game turns, this turn the Allied player must withdraw:

  • 1 Br air unit (any FAA)
  • the Br CV TF Ark Royal.

In the EA reported provisional Extended Scenario, we do the following:

  • we withdraw the Br CV TF Ark Royal, beginning theturn carrying the S. Glad FAA air unit
  • we withdraw the Sword 1 FAA air unit, beginning theturn aboard the BR CV TF Furious
  • in the initial phase we place the Sea Glad (C code) F type FAA unit aboard the CV TF Furious.

It might be interesting to some to note that the SoS NTO Scenario Allied OB lists the Sword 1 FAA air unit as the specified Allied air unit to be withdrawn.

Per the SoS Norway 1939-1945 Europa OB this turn the Norwegians receive four 1-2-4 Static X Reinforcement Garrison “Adds” to their Northern, Central, and Southern Norway Garrisons. It appears per Rule 37F-Garrisons that these General Mobilization +5 Reinforcements are received “immediately” this initial phase. Accordingly, the Nor 1-2-4 Static X 5L is placed at Harstad (5C:0712). The Nor 1-2-4 Static X 3L is placed at Bodo (5C:1217). The Nor 1-2-4 Static x 3L is placed at Bergen (10B:3016); and the Nor 1-2-4 Static X is placed at the point city/standard port of Kristiansund (10B:2206).

Next, the Allied player determines that he gets .25 special Nor inf RP for the 1-6* Mtn Cadre 5 overrun last turn and .25 special inf RP for the 1-6 Inf III 2/6Vl eliminated last turn in the Isle of Sorta battle. The first .25 special Nor inf RP is designated as stored in the Bodo point city hex at 5C:1217. The other .25 special Nor inf RP is designated as stored in the Bergen dot city hex at 10B:3016, where there is already .25 special Nor inf RP stored, adding to .5 special Nor inf RP. With this quantity the Allied player rebuilds from the Norwegian replacement pool the Nor 0-1-6 Inf II 2/HMKG and places it at the Bergen hex.

In addition, he spends the still available Nor ARP to rebuild the Nor C.V A type air unit and places it at the at-start 1-cap permanent airstrip located at the remote northern Norwegian point city of Bardufoss, at 5C:0708.

Both sides’ air units all become operative.

Neither side flies any CAP missions in the initial phase.

Then, much to the Axis player’s chagrin, he feels he must send the He 111H1 NB type air unit based at Oslo and one of the two He 111H4 (S code) B type air units based at the 3-cap permanent airfield at 10B:3720 on the harassment air mission to mountain coast hex 10B:3116, occupied by the Nor 2-3-6* Mtn X 4. A Me 109E F type air unit from the Stavanger airbase flies the escort mission to the target hex. The harassment mission is done to compensate for a perceived blunder done during his previous player turn. When he then moved the Ger 7-6 Inf XX 69 from the Tysnes and Strod double islet hex at 3217 to the adjacent Huftar isle hex at 3118, he left a “back door” route for the Nor mtn X to sneak across the narrow straits hexside onto the Tysnes and Strod hex, thereby cutting off the supply line to both the Ger inf XX at Huftar island and also the pz II at the isle of Sorta. Although it is questionable whether the Allied player would in fact decide this turn to do this move, the Axis player feels he must pay the price for his mistake in the dangerous Bergen zone. In the mission resolution step a “level-2 harrassment hit marker” is placed in hex 3116; afterwards the two Ger Heinkel bomber air units and the escorting Me 109E fighter air unit return to their respective airbases inoperative.

The Allied player opts to neither intercept nor patrol attack with the Glad (*) F type air unit based at Bergen. He senses even more urgent air battles looming ahead.

Next comes the assignment of air units to the naval patrol mission. This is difficult for the Axis player to decide. With the remaining LW assets in the Bergen zone (3 air units) he must divide between likely needed naval patrol, naval strike, and DAS air missions. Here’s what the Axisplayer does: He assigns only the He 115B (SF code) based at the 3-cap permanent airfield at coast hex 10B:3720 to the naval patrol air mission. The second He 111H4 (S code) B type air unit at the Norwegian NW coast 3-cap airfield (10B:3720) and the Ju 87R D type air unit at Stavanger remain completely operative (eg., for DAS and naval strike air missions). In so doing he is making it more likely for the Royal Navy to approach the SW Norwegian coastline and conduct naval warfare.

The Axis player also keeps completely operative the third He 111H4 (S code) B type air unit based far to the north at the Narvik reference city airbase at 5C:1010.

Movement Phase

1st Naval Movement Step

Proceeding with the more benign naval operations first, a Nor NTP spends 30 MPs embarking the Br 2-6 Inf X 15 at the Namsos point city/minor port at hex 5C:2129.

Two hexes away, at Norwegian rough terrain coast hex 5C:2030, a second Nor NTP spends 30 MPs beginning to amphibiously embark the Nor 1-6 Inf III 2/5 Ol at the beach hex.

At the minor port of Harstad (5C:0712), on the northern coast of the isle of Hinn, the Fr CL TF Cruiser-1 and the Br CL TF Cruiser-4 (1 hit) each spend 30 MPs embarking the Fr 2-8 Mtn III 5CA and the Fr Mtn Art II 2CA and Br 0-5 Lt AA II 56 (AA=1), respectively. On the 30th MP the Axis sends the He 11H4 (S code) B type air unit based at the Narvik reference city airbase (5C:1010) on the naval strike air mission to the Harstad port hex. I’m guessing that the Br lt AA II can still add its flack fire, since it is not completely embarked. The Allied player nevertheless rolls a miss on the Antiaircraft Fire Table and afterwards the Axis player rolls two misses on the “2” column of the Bombing Table. The He 111H4 returns to base inoperative at the Narvik airbase.

Next the Br BB TF Valiant, the Br BC TF Renown, and the LC-1 naval unit leave the Bodo point city/minor port hex at 5C:1217 and, voyaging as a combat naval group, spend 30 MPs moving to all-sea hex 10B:1712, in the Norwegian Sea.

The two Allied TFs mentioned above that entered sea hexes rolled no contact on the Danger Zones Chart (DZC).

The third Nor NTP spends 30 MPs completely embarking the Nor 1-2-6 Static X 4L reinf at the piont city/standard port of Kristiansund, at hex 10B:2206.

The Royal Navy TFs at the Orkney Islands holding box does nothing this naval movement step.

2nd Naval Movement Step

The Nor NTP carrying the embarked Br 2-6 Inf X 15 leaves the port of Namsos and spends 30 MPs sailing to sea hex 10B:1824.

The second Nor NTP at Norwegian rough terrain coast hex 5C:2030 spends another 30 MPs to finish amphibiously embarking the Nor inf III there.

The two Western Allied CL TFs at the port of Harstad, each carrying their evacuating ground unit cargoes, spend 30 MPs voyaging WSW to sea hex 10B:1204.

The third Nor NTP carrying the Nor 1-2-4 Static X 4L leaves the port of Kristiansund (10B:2206) and spends 26 MPs voyaging NNE to the port of Moll Rana at 5C:1521. There the NTP spends its last 4 MPs beginning to disembark its ground unit cargo.

Then a large combat naval group leaves the Orkney Islands holding box. It is comprised of the following British naval units:

  • BB TF Rodney
  • BC TF Repulse
  • CA TF Cruiser-1
  • CV TF Glorious carrying the operative Skua (C code) DF type FAA air unit
  • CV TF Furious carrying the operative Sea Glad (C code) F type FAA air unit
  • CL TF Cruiser-3.

Upon entering the North Sea at 10B:2433 it rolls an 8 on the DZC. From there it sails east to all-sea hex 10B:2518, having spent 17 MPs doing so. At this hex it is joined by the Br BB TF Valiant and the Br BC TF Renown, who started the naval step 10 hexes away at Norwegian Sea hex 10B:1712. The LC-1 that began the naval step with them at 1712, splits off there and by itself continues heading westwards, eventually entering the Orkney Islands holding box on its 26th MP. At the holding box it spends 4 MPs beginning to replenish its fuel.

Next the reinforced Br combat naval group leaves all-sea hex 2518 and spends 7 MPs maneuvering through Allied controlled narrow straits to eventually arrive at the Norwegian coastal isle of Oster, at 10B:2916, adjacent to the Bergen hex. So far this large combined naval group has spent a total of 24 MPs in the current naval movement step. Then the BC TF Renown and the CL TF Cruiser-3 break off from the main force and spend 2 more MPs to enter the major port of Bergen at adjacent hex 3016. There the CL TF Cruiser-3 spends its remaining 4 MPs beginning to embark the Br 3-6 Inf X 24G. Meanwhile the remainder of the Br combat naval group spends 2 more MPs to move in the opposite direction to adjacent Norwegian mainland coast hex 10B:2815, where is the Br 0-6 Marine Cmdo II IC. Here this combat naval group loiters until the end of the current naval movement step. In the face of all this the Axis player does nothing.

3rd Naval Movement Step

Much farther north up the coast of Norway, back at Norwegian mainland coast hex 5C:2030, the Nor NTP embarked with the Nor 1-6 Inf III 2/5 Ol sails NE and eventually enters the minor port of Moll Rana, at 5C:1521. There it spends the remaining 12 MPs of the naval movement step beginning to disembark its ground unit cargo. At this same port, the other Nor NTP carrying the Nor 1-2-4 Static X 4L spends 26 MPs to completely disembark the unit here.

Then, at the start of the naval movement step, another Nor NTP at Norwegian Sea hex 10B:1824 carrying the Br 2-6 Inf X 15 rolls a 12 on the DZC. The subsequent die roll on the “1” column of the Naval Combat Table comes up with a 2: a miss. Afterwards the cargo carrying NTP spends 13 MPs to eventually enter the Orkney Islands holding box, where it spends its remaining 17 MPs beginning to disembark its cargo.

The combat naval group comprised of the two Western Allied CL TFs at sea hex 10B:1204, carrying their large Br and Fr ground unit cargoes from Harstad, spends its 30 MP naval movement step allowance moving WSW to sea hex 10B:1722. It rolls a no contact on the DZC.

At the Orkney Islands hold box the LC-1 naval unit finishes its refueling.

At the Bergen hex the Br CL TF Cruiser-3 spends 26 MPs completing the embarkation of the Br 3-6 Inf 24G. Finally, the small Br combat naval group at the port of Bergen, comprised of the BC TF Renown and the CL TF Cruiser-3 carrying the Br 3-6 Inf X 24G, spends its last 4 MPs moving 2 sea coast hexes NE to join the larger combat naval group at mainland coast hex 2815. It rolls a 6 on the DZC. The Allied player is perhaps worried about the Axis player attempting a naval strike air mission with the operative Ju 87R D type air unit, and seeks safety in numbers.

At the crowded mainland coast hex 2815, the Allied player announces that the BC TF Repulse and the CA TF Cruiser-1, two components of the large Allied combat naval group off-shore at sea there, are spending their 30 MP naval movement step allowance preparing to provide NGS for the next combat phase. The rest of the combat naval group acts as an escort. The Allied player is evidently intending to attack the disrupted Ger 1-6 Inf III C at the adjacent mainland coast hex 2816.

Becoming a slave to the circumstances, the Axis player elects to do nothing at this time as the ominous events unfold in the Bergen zone.

4th Naval Movement Step

At the Norwegian point city/minor port of Moll Rana, at 5C:1521, the Nor NTP at the port finishes the disembarkation of the Nor 1-6 Inf III 2/5 Ol. Per the SoS Naval Transport Costs Summary, this Nor inf III will have 2 MPs left in the upcoming Movement Phase.

The Western Allied combat naval group at Norwegian Sea hex 10B:1722, carrying the evacuated multinational ground unit force from Harstad, spends 16 MPs to eventually enter the Orkney Islands holding box. There it spends the remaining 14 MPs of the naval movement step simultaneously disembarking it cargo and refueling. The naval units are the Fr CL TF Cruiser-1 and the Br CL TF Cruiser-4 (1 hit). The disembarking ground units are the Fr 2-8 Mtn III 5CA, the Fr Mtn Art II 2CA, and the Br Lt AA II 56.

Back at the bustling Norwegian mainland coast hex at 10B:2815, the Br BC TF Repulse and the Br CA TF Cruiser-1 spend their 30 MP naval movement step allowance continuing to prepare to provide NGS for the next combat phase. At the end of the naval movement step their subtotal tally is 60 MPs, so far. The following is a list of the Allied naval units (all British) in the mainland coast hex 2815:

  • BB TF Rodney
  • BB TF Valiant
  • BC TF Renown
  • BC TF Repulse, preparing to provide NGS
  • CA TF Cruiser-1, preparing to provide NGS
  • CV TF Glorious carrying the operative Skua (C code) DF type FAA air unit
  • CV TF Furious carrying the operative Sea Glad (C code) F type FAA air unit
  • CL TF Cruiser-3 carrying the Br 3-6 Inf X 24 G.

All affected Allied naval groups at sea during the current naval movement step successfully roll no contacts on the DZC.

5th Naval Movement Step

At the Orkney Islands holding box the Fr CL TF Cruiser-1 and the Br CL TF Cruiser-4 finish the disembarkation of their respective ground unit cargoes and refueling. Then they remain at the holding box for the rest of the naval movement step.

At the Norwegian mainland coast hex at 2815, the Br BC TF Repulse and the Br CA TF Cruiser-1 spend their 30 MP naval movement step allowance to compete their preparations to provide NGS the following combat phase. Per the SoS Naval MP Cost Summary this takes 90 MPs. At the beginning of the current naval movement step the large Br combat naval group at coast hex 2815 rolls a 10 on the DZC.

Ground Movement Sub-Phase

At the Bergen hex the Nor 1-6 Eng III spends 3 MPs repairing the hit on the airbase, then spends 2 more MPs building a 1-cap temporary airfield in the dot city hex.

The Nor 2-3-6* Mtn X 3 at forest rail hex 3015 (east of Bergen) spends 6 MPs (2 for moving out of an enemy ZOC, 2 more for crossing a narrow straits hexside) moving to the Ask and Holsn double islet hex at 10B:2917. The Nor 0-1-8 Cav II 1Ak, which began the turn at the Ask and Holsn double islet hex, moves to the clear terrain coast hex 3117, SW of Bergen. The Nor 1-6 Inf III 4/9Hl, which began the turn at the clear terrain coast hex 3117, moves to the isle of Oster hex at 2916. It is joined there with the Nor 0-1-6 Inf II 2/HMKG, which began the turn at the adjacent Bergen hex. Both of these aforementioned units are joined in turn by the Br 0-6 Marine Cmdo II IC, beginning the turn at mainland rough terrain coast hex 2815. In moving to the isle of Oster hex the marine cmdo II moves over the disrupted Ger inf III at adjacent mainland hex 2816. What is happening here is that the Nor 1-6 inf III is being set up as cannon fodder in the projected Allied combat attack against the disrupted Ger 1-6 inf III; if an EX or HX is rolled, the Nor 1-6 inf III will be exchanged.

Then the Nor 2-3-6* Mtn X 4 at mountain coast hex 3116 spends 5 MPs (+2 MPs for moving out from underneath the level-2 harassment hit marker in hex 3116 and 3 MPs for entering into a forest hex) and ends its move at adjacent forest rail hex 3015, just east of Bergen.

The small remaining British contingent at the point city/minor port of Namsos, at woods rail terminus coast hex 5C:2129, comprised of the 1-8 Mtn Art II 51 and the 0-1-5 Lt AA II 51 (AA=2), admin moves northwards 10 transportation line hexes to forest rail hex 5C:1723. Here this short stack is reinforced by the recently disembarked Nor 1-6 Inf III 2/5 Ol, which admin moved south 3 transportation line hexes from the minor port of Moll Rana (1521). Thus a kind of modest Allied blocking force is assembled here to hold up for a short time the Nazi German drive northwards up Norway. Because it will likely be destroyed if its tarries too long where it presently stands, this small blocking force will certainly very soon retreat northwards to Bodo, which is the literal dead end of the the long northward bearing transportation line beginning in the core area of southern Norway. The Europa turn this blocking force at forest rail hex 1723 decides to retreat northwards towards Bodo might be the same turn the Norwegian government marker evacuates to Great Britain. This might be on the hypothetical Jul I or Jul II 40 Allied turn of a future SoS Campaign for Norway/FoF/TFH 1940 GE campaign scenario.

After this, the slow moving Nor 1-4 Const X 2L, beginning the turn at forest rail hex 5C:2327, admin moves 8 transportation line hexes to the point city of Mosjoen (1622).

At the point city/minor port of Halstad, at rough terrain coast road hex 5C:0712, on the Norwegian coastal isle of Hinn, the Nor 1-4 Const X 1L spends 4 MPs building a 1-cap temporary airfield above the A weather line.

Combat Phase

The Axis player flies the He 111H4 (S code) B type air unit based at the 3-cap permanent airfield at SW Norwegian coast hex 10B:3720 on the DAS mission to clear terrain coast hex 2816, where is the disrupted 1-6 Inf III C. The Heinkel bomber is escorted by the Me 110C1 HF type air unit based at the Stavanger airbase (3619). Upon arriving at the target hex at 2816 this combined LW air op is intercepted by the Br Glad (*) F type air unit based at the Bergen airbase and the Br Sea Glad (C code) F type FAA air unit aboard the Br CV TF Furious off-shore at sea at adjacent coast hex 2815. The Glad (*) F type air unit takes on the Me 110C1 HF type air unit and the Sea Glad F type air unit goes after the He 111H4 B type air unit on the DAS mission. In the ensuing air battles the Glad (*) F type air unit rolls the luckiest dice roll so far in the wargame: a 2, good for a Kill of the Me 110C1 HF type air unit. The Me110C1 rolls 6, which modifies to a 7: a return. Then the Sea Glad F type air unit rolls a high 10: no effect, and the He 111H4 B type rolls a 6, which modifies to a 7: a return.

And so the He 111H4 B type air unit gets to add its 2 tac factor to the disrupted Ger 1-6 Inf III C’s defense factor of ¼, for a factored defense total of 2 ¼.

The Allies attack with the Nor 2-3-6* Mtn X 3 at the Ask and Holsn double islet hex 2917 and the three Allied ground units at the Oster island hex at 2916. Those three units at Oster island are the Nor 1-6 Inf III 4/9Hl, the Nor 0-1-6 Inf II 2/HMKG, and the Br 0-6 Marine Cmdo II IC. All these Allied ground units are attacking across narrow straits hexsides, quartering their already meager attack factors. But added to their duly factored ground unit attack factor total of .625 is the hefty combined NGS attack factor of 10, from the 5-pt BC TF Repulse and the 5-pt CA TF Cruiser-1. This makes for an Allied attack factor total of 10.625 versus the Axis defense total of 2 ¼.; thus the Allied player attacks at a straight up 4 to 1 odds. He rolls a 4: a DR. And so, perhaps ironically, the disrupted Ger 1-6 Inf III C retreats to adjacent rough terrain coast hex 2815, the same hex that the large Br combat naval group is at off-shore at sea. After combat the Nor 1-6 Inf III 4/9Hl and the Br 0-6 Marine Cmdo IIIC advance across the narrow straits hexside onto mainland coast hex 2816.

All three surviving air units return to their respective airbases. The Me 110C1 HF air unit is placed in the German Game Chart Eliminated Air Units box.

Exploitation Phase

1st Naval Movement Step

First thing, the Axis player announces that the Ju 87R D type air unit at the Stavanger airbase at 3619 is flying a naval strike air mission to the “known” British combat naval group at Norwegian mainland coastal hex 10B:2815. Although I suspect in SoS Scenarios that naval strike air missions are probably most often sent to enemy port target hexes, this naval group off-shore at sea in coastal hex 2815 is “known,” and therefore liable to the naval strike air mission because, per Rule 27B2 “the naval group has not moved from the hex from which it provided naval gunfire support in the immediately preceding combat phase.” I’m guessing that, although not every naval unit in the Br combat naval group in the 2815 target hex did in fact provide the NGS, the fact that two naval units did so puts the entire naval group in the hex in harm’s way, and not just those two that did the NGS. In response to the Axis naval strike air mission, the Allied player says that the Skua (C code) DF type air unit based operative on the CV TF Glorious (in the target hex) is flying the intercept air mission. In the subsequent air combat the Skua misses the Ju 87R, and the Ju 87R returns the Skua. Next, for our situation, it is the Br BC TF Repulse (AA=3) that provides the flack shot. The Allied player rolls on the “3” column of the Antiaircraft Fire Table (no modifiers) and comes up with a 9: a miss. Finally, the Axis player rolls four dice on the “1” column of of the Naval Combat Table (w/ a +1 modifier for a type D) and comes up with two 6’s for two hits. Two random drawings are done for each hit, using the entire lot of naval units in the combat naval group in the target hex. The results are 1 hit on the BC TF Repulse and 1 hit on the BB TF Rodney. At the end of the air mission both the Skua and the Ju 87R return to their respective airbases.

Right afterwards, the Axis player announces that the He 115B (SF code) B type air unit based at the 3-cap permanent airfield at 3720 is flying the naval patrol air mission against the same coastal hex at 2815, nine hexes away. Using the Success Table for the contact attempt die roll (w/ a +2 modifier), the Axis player rolls a 5: success. Next the Allied player designates the CV TF Glorious (AA=4) as providing the flack shot. The Allied player rolls on the “3” column of the Antiaircraft Fire Table (no modifiers) and comes up with a 7: a miss. The Axis player then rolls 1 die on the “1” column of the Naval Combat Table (1/ a +1 modifier for being an S type) and comes up with a 5: yet another hit! A random pick of the entire Allied combat naval group picks this time the 5-pt CL TF Cruiser-3, carrying the Br 3-6 Inf X 24G, as taking 1 hit of damage. Afterwards the He 115B air unit returns to its airfield.

Then, after enduring the telling Luftwaffe air missions, the large Allied combat naval group leaves the Norwegian coastline hex 10B:2815 and spends 21 MPs returning to the Orkney Islands holding box. There the CL TF Cruiser-3 (1 hit) spends the 9 MPs remaining in its naval movement step beginning to disembark the Br 3-6 Inf X 24G at the holding box.

2nd Naval Movement Step

At the Orkney Islands holding box the CL TF Cruiser-3 (1 hit) spends 21 MPs completing the disembarkation of the evacuated Br 3-6 Inf 24G.

3rd through 5th Naval Movement Steps

No activity.

 

Ground Movement Sub-Step

The Allied player air transfers the Nor C.V A type air unit at the 1-cap permanent airstrip at Bardufoss (5C:0708) to the 1-cap temporary airfield at Harstad, at 5C:0712.

At the end of the Jun II 40 Allied Turn, which is also the end of the Campaign for Norway Extended Scenario, the Allied forces in play are at the following locations:

Northern Norway Zone:

Mountain coast road junction hex 5C:0910 (next to Narvik): Nor 2-3-6* Mtn X 6

Harstad, at point city/minor port wooded rough road hex 5C:0712, on the isle of Hinn:

  • Nor 1-2-4 Static X 6L
  • Nor 1-4 Const X 1L
  • Nor C.V A type air unit
  • 1-cap temporary airfield

Bodo, at point city/minor port rough terrain road terminus hex 5C:1217:

  • Norwegian government marker
  • Nor 2-3-6* Ski X 7
  • Nor 1-2-4 Static X 3L
  • 1 Br mine point sown off-shore at sea
  • .25 Nor special inf RP

Moll Rana, at point city/minor port forest road hex 5C:1521: Nor 1-2-4 Static X 4L

Mosjoen, at point city/ minor port forest road hex 5C:1622:

  • Nor 1-4 Const X 2L
  • Forest road hex 1723:
  • Nor 1-6 Inf III 2/ 5 Ol
  • Br 0-1-6 Lt AA II 51 (AA=2)
  • Br Mtn Art II 51.
    Note: Nor intrinsic CDs remain at the Norwegian controlled adjacent coastal hexes 5C:2333 and 10B:2302, w/ a narrow straits hexside, along the fjord leading to Trondheim.

Bergen Zone:

Clear terrain coast hex 10B:2816:

  • Nor 1-6 Inf III 4/9Hl
  • Br 0-6 Marine Cmdo II IC

Isle of Oster rough terrain hex 10B:2916: Nor 0-1-6 Inf II 2/HMKG

Ask and Holsn double islet hex 10B:2917: Nor 2-3-6* Mtn X 3

Forest rail hex 10B:3015 (east of Bergen): Nor 2-3-6 Mtn X 4

Clear terrain coast hex 10B:3117 (SW of Bergen): Nor 0-1-8 Cav II 1Ak

Bergen, at dot city/major port rough terrain rail terminus hex 10B:3016:

  • Nor 2nd Inf XX HQ unit
  • Nor 1-6 Eng III 1
  • Nor 1-2-4 Static X 5L
  • Br 0-1-5 Lt AA II 82 (AA=2)
  • Fr pos flk unit (AA=1)
  • Br Glad (*) F type air unit
  • 1-cap temporary airfield.

Orkney Islands Holding Box:

  • Br 3-6 Inf X 24G
  • three Br 2-6 Inf Xs 15, 146, and 148
  • two Br 0-6 Lt AA IIs 55 and 56
  • two Fr 2-8 Mtn III 5CA and 27CA
  • Fr 2-1-6 Inf III 13LE
  • Pol 3-2-6 Inf X CN
  • Fr 0-6 AT II 14
  • Fr 1-8 Mtn Art II 2CA
  • Br 0-1-4 Fortress X RMFU
  • Br BB TF Rodney (1 hit)
  • Br BB TF Valiant
  • Br BC TF Repulse (1 hit)
  • Br BC TF Renown
  • Br CA TF Cruiser-1
  • Br CV TF Glorious carrying the Skua (C code) DF type FAA air unit
  • Br CV TF Furious carrying the Sea Glad (C code) F type FAA air unit
  • Br CL TF Cruiser-3 (1 hit)
  • Br CL TF Cruiser-4 (1 hit)
  • Fr CL TF Cruiser-1
  • Br LC-1 naval unit.

Allied Game Chart Replacement Pool:

  • Br CA TF Cruiser-2 (5 hits).

In addition to the Norwegian cities listed above with Allied forces in their hexes, the following Norwegian cities are Allied controlled at the end of the Scenario:

  • Alesund, at point city/standard port hex 10B:2310
  • Molde, at point city/minor port hex 10B:2308
  • Andelsnes, at point city/minor port hex 10B:2407
  • Kristiansund, at point city/standard port hex 10B:2206
  • Namsos, at point city/minor port hex 5C2129
  • Grong, at point city 5C:2226
  • Bronnoysund, at point city/minor port 5C:1726
  • Lofoten Islands: three other Norwegian island point city/minor ports, in addition to Harstad, on the isle of Hinn.
  • Bardufoss (w/ an at-start 1-cap permanent airstrip) at point city hex 5C:0708
  • Skipbotn, at point city hex 5C:0705
  • Tromso, at point city/minor port hex 5C:0307.

This ends the EA reported SoS Campaign for Norway Extended Scenario.

 

Jun II 40 Axis Turn

Initial Phase

Both sides’ forces and airfields in Norway are in supply this turn. In particular, the Allied forces in the Bergen zone are in supply via a naval supply element still able to be traced from the major port of Bergen (10C:3016) to “any great or major port in Britain,” per Rule 12C1a-Allied [Regular Supply Sources]. To be sure, from the Bergen port hex the naval element of supply can be “traced” to the adjacent coastal Ask and Holsn double islets hex 2917, and thence to “open sea” hex 2817. An alternate naval element of supply can be traced from the Bergen hex to adjacent coastal isle of Oster hex 2916, then to mainland coast hex 2816, and thence again to “open sea” hex 2817. In both cases the critical solely remaining Allied controlled narrow straits to the “open sea” is at all-sea hexside 2816/2917, not counting for now those linked to the interior coastal isle of Oster.

Per the German North Theater 1940-1945 Europa OB, found in the SoS OB booklet, which is being used for the extended Scenario’s final Jun II40 Axis turn, the two Ger c/m units, the 3-10 Mot Inf X 11 and the LW 1-10 Mot Inf II GG “transfer to Greater Germany.” This is duly done without quibbling about it in this essentially ad hoc and provisional extended Scenario effort.

However, the aforementioned German/Axis OB calls for a “transfer to Greater Germany of 3 of the 6 available at-start Ger NTPs and also what appears to be essentially all the Kriegsmarine TFs available in the SoS Scenario. I say “appears” because, in the German North Theater 1940-1945 Eruopa OB found in the SoS OB booklet, the singular naval units listed there are not the same “TFs” used in the SoS scenarios, but are evidently instead something new. They are perhaps akin to old-style Europa naval counters (eg., like those found in FoF and TFH) representing individual naval units or “flotillas” and “half-flotillas” of light naval craft, and must be intended for future use in some future Grand Europa naval wargame system.

Pending further historical study and wargame analysis, for the provisional Jun II 40 Axis turn offered here in the EA reported extendedCampaign for Norway Scenario, we tentatively offer the following German naval unit OB activities in an effort to comply somewhat with the SoS Axis OB Jun II 40 withdrawals:

Transfer to Greater Germany:

  • 3 pts Ger naval transports (NTPs)
  • B TF Schlesien
  • one other light TF; in our case the DD TF Flotilla-1
  • one other TF of any type; in our case the DD TF Flotilla-2.

It is assumed that the above German naval resources “transfered to Greater Germany” probably covers any immediate Axis “historical” needs outside the “small box” of the Sos Campaign for Norway Scenario in the Jun II and Jul I 40 Europa time frame. In geographical terms I have in mind the Baltic Sea (eg., Eastern Europe/USSR and Swedish strategic considerations) and the recently Nazi German occupied Dutch, Belgian, and French Channel zone coastlines. In any event it appears that the reason so many Kriegsmarine naval units were historically transferred from Norway to Greater Germany in the second half of June 1940 was not for pressing service closer to Germany proper, but rather that by then (the second half of June) the campaign for Norway had ended. In the EA reported SoS extended Scenario the Norwegian campaign isn’t over yet.

Accordingly, in this extended Scenario game the Axis player keeps on the maps the Ger CA TF A. Hipper and the Ger CL TF Cruiser-1, found now anchored at the Axis occupied Norwegian reference city/standard port of Stavanger (10B:3619). The rest of the Kriegsmarine TFs return to the Northern Germany holding box as a kind of OB stipulated “Greater Germany garrison.”

Finally, the “Historical Notes” in the SoS Jun I and Jun II 40 Axis OB listings used in this extended Scenario specifying the Allied inflicted hits on the BC Scharnhorst (2 hits) and the BC Gneisenau (2 hits) are ignored for this provisional wargame effort. I believe in real life they were done in Allied attacks considered a part of the historical Norwegian campaign, and not inflicted on the Axis side outside the “box” parameters of the current wargame Scenario.

The Axis player spends an ARP to rebuild the He 111H4 (S code) B type air unit aborted last turn and places it at the 3-cap permanent airfield at coast hex 10B:4415, along the southern Norwegian coastline next to Kristiansand. This leaves the Axis with 16.5 ARPs

Both sides’ air units all become operative.

Neither side flies any CAP air missions. The Allied player doesn’t have the air units to fly harassment air missions; but he does assign the Skua (C code) DF type FAA air unit aboard the CV TF Glorious in the Orkney Islands holding box on the naval patrol air mission.

Movement Phase

1st Naval Movement Step

The first thing the Axis player does is send the Ju 87R D type air unit based at the 3-cap permanent airfield at Norwegian coast hex 10B:3720 on a bombing mission to the Bergen target hex (3016). Sent with it on the escort air mission is a Me 109E F type air unit based at the adjacent Stavanger hex airbase. When the combined air missions reach the Bergen hex, the Allied player declines to intercept with the Glad (*) F type air unit based at the Bergen airbase. He will take his chances for now, feeling that the Glad air unit will likely soon be needed for more pressing F type air missions. Next the Allied player rolls the dice on the “3” column of the Antiaircraft Fire Table against the Ju 87 R D type air unit and rolls a 9: a miss. After that the Axis player announces a tac bombing air mission against the Bergen airbase. He rolls the die on the “2” column of the Bombing Table (w/ a +1 modifier for a type D) and comes up with a 4, which modifies to a 5: a hit. In this case, per Rule 20G2a-Airbases, there is not only a hit on the airbase, but the bombing player also gets his choice of aborting any particular enemy air unit based there. The Axisplayer perhaps tips his hand regarding future tactical intentions in the Bergen zone during his move by insisting that the Nor C.V A type air unit be aborted. The Nor air unit is duly placed in the Norway Game Chart aborted box and the two LW air units return to base inoperative to the Stavanger 2-cap airbase at 3619 on the SW Norwegian coastline.

Wanting to waste no time, the Axis player hurriedly sends the Me 110C1 F type air units on a CAP mission to, of all places, the Norwegian mainland coast hex at 10B:2816. More and more he is revealing his plan. But for now the Allied player declines to intercept the Me 110C1 heavy fighter air unit with the operative Glad (*) F type air unit based two hexes away at the Bergen hex.

Two Ger NTPs each spend 30 MPs embarking the two LW pos flk (each w/ AA=1) units at the Danish reference city/major port of Aalborg (10B:5115). Each NTP carries a LW pos flk unit.

Then the Ger CL TF Cruiser-1 in the Stavanger port spends 30 MPs embarking the Ger 1-6 Inf III C, also in the hex.

2nd Naval Movement Step

First the two Ger NTPs carrying the two embarked LW pos flk units leave the port of Aalborg as a cargo naval group and spend 24 MPs voyaging to all-sea hex 10B:3620. Upon entering the North Sea at sea hex 4518 the cargo naval group rolls a no contact on the Danger Zones Chart (DZC). At sea hex 3620 one of the NTPs veers due east and spends 2 MPs entering the port of Stavanger (10B:3619), where it spends its remaining 4 MPs beginning to disembark its ground unit cargo. The other Ger NTP spends its remaining 5 MPs voyaging to Haugesund (10B:3319), where its spends its last MP beginning to disembark its LW pos flk unit at the port.

Then an Axis combat naval group leaves the port of Stavanger comprised of the CA TF A. Hipper and the CL TF Cruiser-1 carrying the embarked Ger 1-6 Inf III C. Upon leaving the port of Stavanger on its 1st MP the Ger naval group rolls a 3 on the DZC: no contact. The Kriegsmarine combat naval group then spends 10 MPs to finally enter Norwegian mainland coast hex 10B:2816, two hexes due north of Bergen. At this point the Axis player announces an amphibious assault at this Allied owned and occupied beach hex. It has been planned 1 Axis turn in advance. Forthwith the CL TF Cruiser-1 spends 20 MPs beginning to amphibiously disembark its ground unit cargo onto the enemy-owned beach hex which also contains the Nor 0-1-8 Cav II 1Ak. It will take 90 MPs to complete the amphibious landing. For the time being the CA TF A. Hipper loiters in the enemy beach hex, doing nothing.

The reason that the Axis player has chosen to do his amphibious landing at this mainland beach hex rather than at the isle of Sorta hex (3017) or the double islet hex of Ask and Holsn (2917) is because these two intervening coastal/island hexes will conveniently block the devastating Nor intrinsic CD fire coming from the Bergen hex, being located two hexes away from beach hex 2816. Any Axis naval units at sea in the island hex of Sorta, or the Ask and Holsn hex, are liable each naval movement step to be fired on by the telling Nor 3 strength intrinsic CD at the adjacent Bergen hex.

3rd Naval Movement Step

At Stavanger the Ger NTP finishes the disembarkation of its LW pos flk unit cargo. In the ground movement sub-phase this LW pos flk unit will have 2 MPs remaining. At Haugesund the other Ger NTP finishes the disembarkation of its LW pos flk unit cargo.

At Norwegian mainland clear terrain coast hex 2816, the Ger CL TF Cruiser-1 spends its 30 MP naval movement step allowance continuing to amphibiously disembark its ground unit cargo. This makes for a subtotal of 40 MPs done, so far.

In the same hex the Ger CA TF A. Hipper now spends its 30 MP naval movement step allowance beginning to prepare to provide NGS for the next combat phase. It takes 90 MPs to complete these preparations, which must be done before the Combat Phase begins.

4th Naval Movement Step

At Norwegian mainland clear terrain coast hex 2816, the Ger CL TF Cruiser-1 spends its 30 MP naval movement step allowance still continuing to amphibiously disembark the 1-6 Inf III C on the enemy owned and occupied beach hex. By the end of the naval movement step the amphibious disembarkation subtotal is up to 70MPs. At the same time the Ger CA TF A. Hipper, also in the beach hex, spends its 30 MP naval movement step allowance continuing to prepare to provide NGS for the next combat phase. This makes for a subtotal of 60 MPs for the NGS preparation, so far.

5th Naval Movement Step

First the Axis player does the MP countdown for the amphibious disembarkation of the 1-6 Inf III C at the 2816 beach hex. At the 19th MP count in the current naval movement step (89 subtotal, so far) the Allied player tells the Axis player to stop his move. Then he sends to the target hex 10B:2816 the Skua (C code) DF type FAA air unit aboard the CV TF Glorious in the Orkney Islands holding box on the naval patrol air mission. It is exactly 20 hexes away from its target hex. The Glad (*) F type air unit based at the Bergen hex flies the escort mission to the target hex, as the LW Me 110C1 HF type air unit is still flying the CAP mission over the target hex. For the contact attempt Success Table die roll, it appears that there is a +3 for the calm seas and a +1 if the target hex is a friendly-owned coastal hex; this is off-set by a -3 for every 5 hexes after the first 5 flown to the target hex. By my tally this comes to a cumulative +1 modifier. The Allied player rolls a 1: a miss. Both Allied air units return inoperative to their respective airbases. However, the Me 110C1 HF type air unit remains flying the CAP mission over hex 2816.

With the Allied naval patrol air mission done, the Axis player spends another MP, the 20th, to complete the amphibious disembarkation of the Ger 1-6 Inf III C at Norwegian mainland beach hex 10B:2816. After disembarkation, the Axis player rolls for disruption, using the Disruption Table. There is a -3 for the Ger inf III not being “amphibious capable” and a -1 for landing in an enemy-occupied hex, for a cumulative -4 modifier. The Axis rolls a 5: Disrupted. And so the disrupted Ger 1-6 inf III is placed atop the Nor 0-1-8 Cav II 1Ak, also in beach hex 2816.

Next the Ger CA TF A. Hipper in beach hex 2816 spends its 30 MP naval movement allowance completing its preparations to provide NGS for the upcoming Axis Combat Phase.

For the past three naval movement steps (3rd, 4th, and 5th), this combat naval group at beach hex 2816 has rolled no contacts on the DZC.

At this point, per Rule 32D-Enemy Reaction, “…at the end of the naval movement sub-phase (after all naval movement steps are done)” the Allied player does the die roll for his reaction move to the enemy amphibious landing. Using the Success Table, the Allied player rolls the die and gets a 2: failure.

Ground Movement Sub-Phase

The Nor 1-6* Mtn Cadre 5 at woods coast rail hex 10B:2401 is overrun by an Axis stack consisting of the Ger 7-8 Mtn XX 2, the Ger wint 2-6 Inf III F, and the Ger 1-8 Art X 109. Afterwards the 7-8 Mtn XX spends its remaining 4 MPs overrunning the Nor 1st Inf XX HQ unit at adjacent Trondheim hex 5C:2432. In doing this second overrun it crosses the demolished river bridge hexside. The wint 2-6 Inf III F and the 1-8 Art X 109 remain at 10B:2401.

Using regular movement, the Ger wint Inf XX 196 moves northwards up the Norwegian rail line running through Trondheim and ends its move at woods coast rail hex 5C:2430. For now this makes it what might be called the northwards spearhead point of the Nazi German drive towards their Norwegian campaign prize, the strategically important iron ore exporting major port of Narvik, at hex 5C:1010.

The 1-10 Mot MG II 13, beginning the turn stacked with the 7-8 Mtn XX 2 at 10B:2502, regular moves 10 transportation line hexes to mountain road hex 10B:2808, once again on its way to the remote Frode point city/minor port coast hex at 10B:2906. In the initial phase the LW 1-10 Mot Inf II GG at the Frode hex was transferred to Greater Germany. Although the hex has been occupied several turns by an Axis c/m II, lasting AxisZOC control has not yet been established there, or along most of the long mountain road leading to it. Therefore in the exploitation phase the Axis player will certainly move the 1-10 Mot MG II 13 to the Frode hex. He wants no surprise Allied disembarkation done there at a vacant, and therefore still Allied owned, port in SW Norway on the final Jun II 40 Allied turn.

From Oslo (10B:4007), one of the two 2-6 Inf IIIs C garrisoning the partial city hex admin moves northwards 12 transportation line hexes to mountain rail hex 10B:2906. Then the Ger wint F Inf XX HQ unit at woods rail junction hex 10B:4006 backs up one hex and ends its move at Oslo, stacking with the other Ger 2-6 Inf III C already there. This is done to fulfill the Axis occupation requirement of a “hostile” Norwegian partial city hex, per Rule 37G-Occupation.

The Ger wint 1-6 Inf III F at 10B:3308 rails along the Norwegian rail lines, using regular movement to skip over the rail hit marker at 3405, and eventually spends its last regular MP entering Allied controlled mountain rail hex 10B:2707, leading towards the still Allied controlled point city/standard port of Alesund, at unnamed Norwegian coastal double islets hex 10B:2410.

The recently disembarked LW pos flk unit at Stavanger (10B:3619) moves one hex southwards to clear terrain coast rail hex 3720, where the at-start 3-cap permanent airfield is located, and stacks with the LW air units based there. Then the C Inf XX HQ unit at 3720 moves northwards one hex and ends its move at the Stavanger reference city/standard port hex. At Stavanger the Ger 0-1-5 Const III 6 spends 4 MPs upgrading the 1-cap temporary airfield there to a 3-cap.

Then the Ger LW 1-10 Mot Hv AA II I/611 at Stavanger admin moves 20 transportation line hexes to mountain road junction hex 10B:3714. It has to use this roundabout route because the more convenient section of transportation line hexes from 4215 to 3715 inclusive is still Allied controlled.

After this movement, the other Ger LW 1-10 Mot Hv AA II I/32 at the point city/standard port of Haugesund (10B:3319) admin moves eastwards nine hexes to rough terrain rail/road junction hex 3312. Here it boards a captured Norwegian train and rails to 2605, from where it admin moves two more transportation line hexes to forest rail hex 10B:3305.

The Ger 7-6 Inf XX 69 at the Tysnes and Strod double islet hex at 10B:3217 moves one hex across a narrow straits hexside and stacks with the Ger 2-1-10 Pz II 40, on the Huftar island hex at 10B:3118.

Combat Phase

The Axis player flies the He 111H1 NB type air unit based at Oslo on the GS air mission to the Isle of Sorta target hex at Norwegian off-shore island hex 10B:3017, adjacent to Huftar. At the Isle of Sorta is the Nor 1-6 Inf III 2/6Vl. It is attacked from across the narrow straits hexside by the Ger 2-1-10 PZ II 40 and the 7-6 Inf XX 69, along with the 2 tac factors of the He 111H1 NB type air unit flying the GS air mission to Sorta. With the Ger ground unit stack duly quartered for attacking across the narrow straits hexside, the raw ratio appears to be 4 ¼ to ½, or an 8 to 1 (+1 for the pz II’s 1/7th AECA). This is good enough for an automatic DE, and the Nor 1-6 inf III is placed in the Norway Game Chart replacement pool. After combat the 2-1-10 Pz II 40 crosses the narrow straits hexside and enters the Isle of Sorta hex at 10B:3017 and the He 111H1 NB type air unit returns to base inoperative at the Oslo airbase.

Then at Norwegian mainland clear terrain/narrow straits coast hex 10B:2816 the unsupported and disrupted Ger 1-6 Inf III C attacks the Nor 0-1-8 Cav II 2 Op defending in the hex. Before the attack the He 115B (SF code) B type air unit based at the 3-cap permanent airfield at coast hex 3720 flies the GS air mission to the hex, contributing its 1 tac bombing factor to the combat. We are playing using Advanced rule 44B1-Air Support Limits. In addition to the GS, the CA TF A. Hipper, also in coastal hex 2816, contributes both its support and its 3 strength NGS to the attack factor. By my tally this adds up to a raw ratio of 4 1/8 to ½, or a straight up 8 to 1, again good enough for an automatic DE. The Nor cav IIis eliminated and the disrupted Ger 1-6 Inf III C moves in and occupies the nevertheless still Allied controlled beach hex at 10B:2816. The He 115B (SF code) B type air unit returns to base at the Stavanger 4-cap airbase (3619).

Exploitation Phase

1st Naval Movement Step

The Axis combat naval group off-shore at sea at Norwegian coast hex 10B:2816 first rolls a 4 on the DZC, then the Ger CL TF Cruiser-1 spends 8 MPs moving to the port of Haugesund (3319). There, at the standard port, the light TF spends 22 MPs beginning to replenish its fuel, which it has not yet done this Axis player turn. Next the Ger CA TF A. Hipper leaves the Norwegian beach hex at 2816 and voyages south, leaving the Scenario maps at North Sea hex 10B:5122 on its 24th MP, and spends the remaining 6 MPs of the naval movement step moving off-map towards the Northern Germany holding box, per the Germany Game Chart 15 hexes away from the south edge of map 10B.

2nd Naval Movement Step

At the point city/standard port of Haugesund, the Ger CL TF Cruiser-1 spends 8 MPs completing its fuel replenishment, then stays at the port for the rest of the naval movement step.

The Ger CA TF A. Hipper spends 9 MPs moving off-map to enter the Northern Germany holding box. There its spends 21 MPs beginning to replenish its fuel, which it has not yet done this Axis player turn.

3rd Naval Movement Step

The Ger CA TF A. Hipper spends 9 MPs finishing its fuel replenishment during the current Axis player turn. Afterwards it sails out of the Northern Germany holding box and moves off-map at sea 14 MPs, one hex shy of moving on-map onto the south edge of Scenario map 10B. It does this so that on its voyage back to Haugesund it will only have to do 1 dice roll on the DZC. Another way it could have done this maneuver is to use the Kiaser Wilhem Canal to exit the Northern Germany holding box and then sail around the Danish peninsula from the east in the Baltic Sea and hence through the Nordic Straits. From there, during the next naval movement step, it could have done the dash to Haugesund.

4th and 5th Naval Movement Steps

The Ger CA TF A. Hipper moves one hex onto the southern edge of map 10B at all-sea hex 5122, in the North Sea. There it rolls a 10 on the DZC. Afterwards continues its voyage to the port of Haugesund, along the SW Norwegian coastline.

Ground Movement Sub-Phase

The LW 1-10 Mot HV AA II I/611 at 10B:3714 moves to the Haugesund point city/standard port hex 3319.

The 1-10 Mot MG II 13 at 2608 moves to the Frode point city/minor port hex 2613.

The LW 1-10 Mot HV AA II I/32 at 3305 moves northwards to forest rail hex 10B:2602.

Then the Mxd (F code) T type air unit at Aalborg reference city/major port at 10B:5115 in northern Denmark stages to the 4-cap Stavanger airbase, where it picks up 4 supply points as cargo. From Stavanger it flies an air transport mission to the Nor mainland clear terrain coast hex 10B:2816, where the disrupted Ger 1-6 Inf III C is at. At the target hex the LW T type floatplane air unit air drops the supply points on the clear terrain beach hex. Doing a “straight up” die roll on the Disruption Table, 3 of the 4 supply points land undisrupted, and the Axis player happily places a “3” status marker on the hex atop the Ger inf III. The Mxd (F code) T type air unit returns to base at the 3-cap permanent airfield 10B:4415, on the south coast of Norway.

Then the two He 111H4 (S code) b type air units based at Oslo do a tac bombing air misison at the Bergen dot city hex (3016), with the airbase there as the target. Both LW B type air units make it through the Allied player’s 3 factor flack. However, the Axis player rolls two dice on the Bombing Table and comes up with two misses. The two He 11H4 (S code) B type air unitss return to base at the 3-cap permanent airfield at coast hex 10B:3720, in SW Norway.

Finally, the 3rd available He 111H4 (S code) B type air unit, the recently replaced one based at the 3-cap permanent airfield at 10B:4415, on the southern Norwegian coastline, first does a long-striding staging to the Narvik reference city airbase at 5C:1010. Then it flies the naval strike air mission to the Harstad point city/minor port hex 5C:0712, where two Allied CL TFs are anchored. Also in the hex is a Br 0-5 Lt AA II (AA=1). The Allied player first rolls on the “3” column of the Antiaircraft Fire Table and comes up with a 6: a miss. Then the Axis player rolls two dice on the “1” column of the Bombing Table (w/ a +1 modifier for being S code) and comes up with a 5: good for 1 hit. A random pick of the two available Allied CL TFs picks the Br CL TF Cruiser-4 as the naval unit taking the 1 hit.

At the end of the exploitation phase the Me 110C1 HF type air unit flying the CAP mission over the Norwegian mainland clear terrain coast hex at 10B:2816 returns to base at the Stavanger airbase.

At the end of the Jun II 40 Axis final turn the Axis forces in play are as follows:

Narvik, at reference city/major port mountain coast road hex 5C:1010:

  • 5-8* Mtn XX 3
  • LW 0-8 Lt IAA II II/33
  • He 111H4 (S code) B type air unit
  • 2 Ger mine points sown off-shore “at sea”

Woods Coast Rail hex 5C:2430: wint 6-6 Inf XX 196

Trondheim, at reference city/major port woods coast rail hex 5C:2432:

  • 7-8 Mtn XX 2
  • airbase hit
  • rail hit
    Note: The rail bridge at river hexside 5C:2432/2433 is demolished.

Woods coast rail hex 4C:2433:

  • wint 2-6 Inf III F
  • 1-8 Art X 109

Forest rail hex 10B;2602 LW 1-10 Mot HV AA II I/32

Mountain road hex 10B:2607: wint 2-6 Inf III F

Frode, at point city/minor port mountain road terminus coast hex 10B:2613: 1-10 Mot MG II 13

Mountain rail hex 10B:2906: 2-6 Inf III C

Norwegian mainland clear terrain coast hex 10B:2816:

  • disrupted 1-6 Inf III C
  • 3 supply points

Mountain rail hex 10B:3014 (2 hexes east of Bergen): wint 6-6 Inf XX 163

Isle of Sorta hex 10B:3017 (west of Bergen): 2-1-10 Pz II 40

Isle of Hufter hex 10B:3118: 7-6 Inf XX 69
Note: The double islets hex of Tysnes and Strod at 3217 and the isle of Bolmo at 3218 are Axis controlled. The Isle of Oster at 2916 and the double islets of Ask and Holsn are Allied controlled.

Haugesund, at point city/standard port clear terrain road terminus coast hex 10B:3319:

  • LW 1-10 Mot Hv AA II I/611
  • LW pos flk unit (AA=1)
  • CA TF A. Hipper
  • CL TF Cruiser-1
  • 1 Ger mine point sown off-shore “at sea”

Stavanger, at reference city/standard port clear terrain rail terminus coast hex at 10B:3619:

  • C Inf XX HQ unit
  • 0-1-5 Const III 6
  • 3-cap temporary airfield
  • two Me 109E F type air units
  • Me 110C1 HF type air unit
  • Ju 87R D type air unit

Clear terrain coast rail hex 10B:3720, w/ a 3-cap permanent airfield:

  • LW pos flk unit (AA=1)
  • two He 111H4 (S code) B type air units
  • He 115B (SF code) B type air unit

Egersund, at point city/minor port rough terrain coast rail hex 10B:4019 1 Ger mine point sown off-shore “at sea”

Oslo, at partial city coast rail hex 10B:4007:

  • wint F Inf XX HQ unit
  • 2-6 Inf III C
  • He 111H1 NF air unit
  • 1 resource point
  • airbase hit marker

Woods coast hex 10B:4415, w/ a 3-cap permanent airfield (next to Kristiansand): Mxd (F code) T type air unit
Clear terrain Danish coast hex 10B:5015, w/ a 3-cap permanent airfield: 6-6 Inf XX 170, transfered to Greater Germany.

Northern Germany holding box:

  • B TF Schlesien, transferred to Greater Germany
  • DD TF Flotilla-1, transferred to Greater Germany
  • DD TF Flotilla-2, transferred to Greater Germany

Germany replacement pool:

  • wint 2-6 Inf III F
  • BC TF Schrnhrst (4 hits)
  • BC TF Gneisenau (4 hits)
  • BP TF Lutzow (3 hits)
  • CA TF Blucher (3 hits).

Jun I 40 Allied Turn

Initial Phase

Both sides’ forces and airfields in Norway are in supply this turn.

We are using the Nordic Adventure Scenario’s Allied OB for the British and French reinforcements on the added-on Jun I and Jun II Allied turns. Per the Nordic Adventure Scenario’s OB for Jun I 40 Allied turn both the British and French receive 2 inf RPs each as Production. The Allied player “designates” these inf RPs as in the Scotland holding box. He intends to store them here for their VP gains at the end of the extended Campaign for Norway Scenario. The Allied player also receives 1 resource point at the Scotland holding box. This too, he intends to save for the VPs at the end of the extended Scenario.

Using the last remaining Br ARP from the May I 40 Allied turn reinforcements, the Allied player rebuilds the aborted Br Glad (*) F type air unit in the Allied Game Chart aborts box and places it aboard the CV TF Ark Royal naval unit, currently anchored in the Orkney Islands holding box, along with the Sea Glad (C code) F type FAA air unit already on the carrier. By the end of the initial phase both air units based on the carrier will be operative.

Per Rule 35C2-Allied Taskforce Maintenance, in his initial phase of each I turn, the Allied player can remove one hit of damage from any affected TFs. Accordingly, four hits are duly removed from the following four British TFs (1 hit per TF): BC TF Repulse (now w/ no hits), the CA TF Cruiser-1 (now w/ no hits), the BB TF Valiant (now w/ 1 hit), and the CA TF Cruiser-2 (now w/ 4 hits). Then, per Rule 35A-[Naval TF] Regrouping, the remaining hit on the BB TF Valiant (now w/ no hits) is “transferred” to the CA TF Cruiser-2 (now w/ 5 hits, again); the later of which is again placed back into the Allied Game Chart replacement pool. Accounting is duly made of the 4 “deducted” hits done this initial phase for proper VP accounting at the end of the extended scenario.

Finally this turn’s Norwegian special inf RPs are accounted and designated as stored in a particular map hex. For the Nor 1-6 inf III eliminated the previous player turn at the Isle of Huftar (10B:3118), the Allied player gets .25 special inf RP; it is designated as being at the Bergen dot city hex. This alone is not enough to build anything now. For the loss of the three attack factors of the Nor 4-6 Mtn XX 5 cadred by the combat results of the previous Jun I 40 Axis turn at hex 10B:2502, the Allied player gets .75 special inf RP; it is designated as being at the Trondheim reference city hex. There is already .25 Nor special inf RP stored at the Trondheim city hex, so this makes for a new total of 1 Nor special inf RP available there. The Allied player spends this 1 Nor special inf RP and rebuilds the Nor 1-6 Inf III 2/5 Ol from the Norwegian Game Chart replacement pool, and places it at the Trondheim hex along with the rest of the Allied forces beginning the turn there.

Then the Allied player relocates the Norwegian government marker from the Trondheim reference city hex to the Bodo point city hex, farther north in Norway.

Both sides’ air units become operative; neither sides’ airfields are stacked in excess of its capacity.

Neither side flies any CAP air missions in the initial phase. The Axis player flies no harassment air missions. However, the Axis player assigns to the naval patrol air mission the Ju 87R D type and the He 13B (SF code) B type air units based at the 3-cap permanent airfield at coast hex 10B:3720, adjacent to Stavanger. None of the three He 111H4 (S code) B type air units based at the Oslo hex are assigned to the sea patrol mission because of their long distance from either the North or Norwegian Seas.

Movement Phase

1st Naval Movement Step

The first thing the Allied player does is fly the Nor C.V A type air unit based at Trondheim on the air transfer mission to the Bergen hex. Immediately after this the Axis player wises up and sends one of the two Me 109E F type air units based at the Stavenger reference city hex (now w/ a 1-cap temporary airfield built by the Ger const III in the hex) on the CAP mission over the Bergen hex.

Then the Allied player refuels all his TFs currently available for play; all of these are based at the Orkney Islands holding box.

At the point city/minor port of Harstad (5C:0712), on the isle of Hinn, a Nor NTP spends 30 MPs completely embarking the Fr 2-8 Mtn IIIs 5CA.

2nd Naval Movement Step

A large Allied combat naval group leaves the Orkney Islands. For the first time in the EA game report is spends 2 MPs entering map 10B at the unnamed Orkney Islands western map edge islet hex at 2233. It rolls a 7 on the Danger Zones Chart (DZC). It spends another 2 MPs sailing NE to adjacent Westlay Island hex at western map edge hex 2123. The Allied naval group is doing this awkward maneuver in order to avoid the 20 hex perimeter of the LW He 115B (SF code) B type air unit based at 10B:3720 on the naval patrol air mission, thereby hoping to discourage an Axis detection die roll attempt on the Success Table. Having evidently done just that, the large Allied combat naval group continues sailing NE to all-sea hex 1630, where it veers due east and ends its naval movement step at sea hex 10B:1609, in the midst of the Norwegian Sea. This Allied combat naval group is composed of the following naval units:

  • Br BB TF Rodney
  • Br BB TF Valiant
  • Br BC TF Renown
  • Br BC TF Repulse
  • Br CV TF Ark Royal carrying the operative Glad (*) and the FAA Sea Glad (C code) F type air units.
  • Br CV TF Glorious carrying the operative Skua (C code) DF type FAA air unit
  • Br CV TF Furious carrying the operative Sword 1 (VC code) A type FAA air unit
  • Br CA TF Cruiser-1
  • Br CL TF Cruiser-3
  • Br CL TF Cruiser-4
  • Fr CL TF Cruiser-1.

Meanwhile, back at the minor port of Halstad, on the remote northern Norwegian isle of Hinn, the Nor NTP carrying the embarked Fr 2-8 Mtn III 27CA leaves the harbor and spends its 30 MP naval movement allowance voyaging to all-sea hex 10B:1403. It rolls a 5 on the DZC.

3rd Naval Movement Step

At the very beginning of the current naval movement step the large Allied combat naval group at all-sea hex 10B:1609 splits into three separate combat naval groups. First, what might be called the main body moves in daylight to, of all places, the remote and desolate Norwegian rough terrain coast hex at 10B:2203, and then stops. This Allied naval group is comprised of the following naval units:

  • Br BB TF Rodney
  • BB TF Valiant
  • CV TF Ark Royal carrying the operative Glad (*) and the FAA Sea Glad (C code) F type air units
  • CV TF Glorious carrying the operative Skua (C code) DF type FAA air unit
  • CV TF Furious carrying the operative Sword 1 (VC code) A type FAA air unit
  • CA TF Cruiser-1.

Then a second combat naval group begins the naval movement step spending 7 MPs, all at night movement, moving eventually into the point city/minor port of Kristiansund at hex 10B:2206. This naval group is comprised of the following naval units:

  • Br BC TF Repulse
  • Br CL TF Cruiser-3
  • Br CL TF Cruiser-4.

The third combat naval group diverges and spends 5 MPs moving due east in daylight to sea hex 1604. Then it veers SE, entering adjacent sea hex 1704 in daylight. Next it moves at night movement to adjacent sea hex 1803, and then spends 9 more MPs, at night movement, eventually entering the reference city/major port of Trondheim on the 16th MP of the naval movement step. This Allied combat naval group consists of the following naval units:

  • Br BC TF Renown
  • Fr CL TF Cruiser-1.

The Axis player tells the Allied player to go ahead with his move, and so then the Allied player, now suddenly turning his movement activities back to the Kristiansund minor port hex, spends 3 MPs at night beginning to embark the two Br 2-6 Inf Xs 146 and 148 aboard the two Br CL TFs Cruiser-3 and Cruiser-4, respectively. On the 11th MP of the current naval movement step the two Br CL TFs continue to embark the two Br inf Xs, but at this MP beginning in daylight. The Axis player says “continue on,” and so the Allied player has the two Br CL TFs at the port of Kristiansund continue their embarkation countdown of the two Br inf Xs, ending the naval movement step on the 23rd MP of their embarkation labor.

Next, back at the major port of Trondheim, the Fr CL TF Cruiser-1 begins embarking in daylight the Fr 2-1-6 Inf III 13LE. Simultaneously, along with this same combat naval group now in the port of Trondheim, the two remaining Nor NTPs suddenly appear and begin embarking the Pol 3-2-6 Inf X CN and the Br 0-5 Lt AA II 55 and the Fr 0-6 AT II 14. No doubt about it, this turn the Allied player is commencing a major evacuation of the Allied expeditionary force in Norway. Evidently the end-times of the Norwegian campaign are at hand. But for now the Axis player still hesitates to send his Heinkel bombers based at Oslo on the naval strike air mission, and so tells the Allied player to go ahead with his move. At the end of the current naval movement step the three involved Allied naval units in Trondheim each have spent 14 MPs in the embarkation process.

Finally, the Nor NTP embarked with the Fr 2-8 Mtn III 27CA in the middle of the Norwegian Sea at hex 10B:1403 continues a WSW bearing, spending its 30 MP naval movement step allowance voyaging to all-sea hex 10B:1831, nearly to the Orkney Islands holding box entry hexes at the west edge of Scenario map 10B. At the start of the naval movement step the Nor NTP rolled a no contact on the DZC.

4th Naval Movement Step

First thing, the Allied player rolls the dice on the DZC for the Nor NTP at sea hex 10B:1831, and comes up with a 9: no contact. The Nor NTP then moves into the Orkney Islands holding box and spends its remaining 23 MPs beginning to disembark there the Fr 2-8 Mtn III 27CA.

Then the Allied player proceeds to continue with the embarkation of the two Br 2-6 Inf Xs at the minor port of Kristiansund, at Norwegiancoastal islet hex 10B:2206. But at the 1st MP of that Br combat naval group’s naval movement step the Axis player tells him to stop his move. The Axis player then initiates a naval strike air mission against the Kristiansund port hex, flying to this target hex all three He 111H4 (S code) B type air units based at the Oslo airbase.

At the Kristiansund target hex the Allied player intercepts with the Sea Glad (C code) F type FAA and the Skua (C type) DF type air units aboard two of the three Br aircraft carriers loitering three hexes away at Norwegian coast hex10B:2203. In the ensuing air combat the Br Sea Glad returns one of the He 111H4 B type air units and the Br Skua DF type rolls a 5 on the Air Combat Results Table (w/ a -1 modifier for F type versus type B, I believe) and aborts a He 111H4 (S code) B type air unit. Both the intercepting Br F type air units survive their air combats and eventually return to their respective aircraft carriers at Norwegian coast hex 10B:2203.

The remaining He 111H4 (S code) B type air unit then faces the 3 factor flack fire coming from the Br BC TF Repulse, also in the Kristiansund port along with the two Br CL TFs Cruiser-3 and -4. The Allied player rolls a 6 on the Antiaircraft Fire Table: a miss. But when the Axis player rolls two dice on the “1” column of the Bombing table (w/ a +1 modifier for the S code), he comes up with two 3’s: two misses. After all this the two surviving He 111H4 air units return to base at Oslo.

On the 7th MP of the naval movement step the two Br CL TFs Cruiser-3 and -4 finish the embarkations of the Br 2-6 Inf Xs 146 and 148.

But before the Allied player moves the combat naval group at Kristiansund from the port, back at the major port of Trondheim, the Fr CL TF Cruiser-1 and the two Nor NTPs spend 16 MPs to complete their embarkations of the Fr 2-1-6 Inf III 13LE, the Pol 3-2-6 Inf X CN, and Br 0-5 Lt AA II 55 and the Fr 0-6 AT II 14, respectively. Next, this mixed naval group leaves the port of Trondheim and spends the first 10 MPs using night movement to arrive at sea hex 10B:1604. Then it moves due west 4 MPs in daylight to sea hex 1608, ending the naval movement step there.

Only after doing the above does the Br combat naval group at the Kristiansund port hex, comprised of the Br BC TF Repulse and the two Br CL TFs Cruiser-3 and -4, the later two laden with the two Br 2-6 inf Xs, leave the Norwegian port in daylight and spend 23 MPs moving to sea hex 10B:1626, ending the naval movement step there.

Finally, the third and main protecting Br naval group, centered around the three Br aircraft carriers, departs from the Norwegian coast hex at 2203, spending the first 10 MPs at night movement to reach all-sea hex 10B:1609, farther north. From here this combat naval group continues due west, spending its final 20 MPs to reach sea hex 10B:1630, ending there the current naval movement step. However, on the 30th MP, when it enters hex 1630, the operative Br Glad (*) F type air unit aboard the Br CV TF Ark Royal flies an air transfer air mission to the Allied held Bergen dot city hex. It flies the air mission at night to avoid interception from the Ger LW Me 109E F type air unit flying the CAP mission over the Bergen hex. The Allied player is quite lucky and rolls a 5 on the Success Table for his day air unit attempting to land at night at the Bergen airbase: a success!

5th Naval Movement Step

At the Orkney Islands holding box the Nor NTP finishes disembarking there the Fr 2-8 Mtn III 27CA.

Next the Br combat naval group comprising the three CV TFs, the two BB TFs, and the CA TF Cruiser-1 enter the Orkney Islands holding box.

After that the Br combat naval group from Kristiansund, with the two LC TFs carrying two Br 2-6 Inf Xs 146 and 148 arrive at the Orkney Islands holding box and spends 16 MPs beginning to disembark their ground unit cargo at the holding box.

Finally the Allied mixed naval group from Trondheim, laden with their multinational ground unit cargo evacuated from Norway, reaches the Orkney Islands holding box and spends exactly 30 MPs to enter the Orkney Islands holding box, the last 10 MPs being done at night movement.

All three Allied naval groups starting at on-map at sea roll no contact dice rolls on the DZC.

Ground Movement Sub-Phase

The first units the Allied player moves are the Br 2-6 Inf X 15 and the Br 1-8 Mtn Art II 51, beginning the turn stacked together at woods rail coast hex 5C:2433, in between the Allied controlled Trondheim hex (5C:2432) and the menacing German stack at woods rail hex 10B:2502, containing the 7-8 Mtn XX 2 and the 1-10 Mot MG II 13. The British stack at 5C:2433 first spends 4 MPs moving one hex to Trondheim, exiting an Axis ZOC and crossing a demolished river bridge hexside. At Trondheim the Br 2-6 Inf X 15, the Br 1-8 Mtn Art II 51, and the Br 0-1-5 Lt AA II 51 all board a Norwegian train and rail to the point city/minor port of Namsos, at hex 5C:2129.

Next the Nor 1st Inf XX HQ unit at Trondheim spends 3 MPs placing a hit marker on the reference city airbase and another 3 MPs placing a hit marker on the rail line in the hex.

By the end of the movement phase the dispositions of the Allied forces in Norway are as follows:

Central and Northern Norway Regions:

Mountain coast road hex 5C:0909 (next to Narvik): Nor 2-3-6* Mtn X 6, never moved

Harstad, at point city/minor port wooded rough terrain coast road hex 5C:0712, on the isle of Hinn:

  • Nor 1-4 Const X 1L, never moved
  • Fr 2-8 Mtn III 5CA, never moved
  • Br 0-5 Lt AA II 56 (AA=1), never moved
  • Fr 1-8 Mtn Art II 2CA, never moved

Bodo, at point city/minor port rough terrain coast road terminus hex 5C:1217:

  • Norwegian government marker, moved to here from Trondheim in the initial phase
  • Nor 2-3-6* Ski X 7, never moved
  • Br LC-1 naval unit (AA=1), never moved
  • 1 Br mine point sown off-shore “at sea”

Forest rail hex 5C:2227: Nor 1-4 Const X 2L, admin moved from Trondheim

Namsos, at point city/minor port woods coast rail terminus hex 5C:2129:

  • Br 2-6 Inf X 15, started at 5C:2433, first moved one hex to Trondheim, then railed in to here
  • Br 1-8 Mtn Art II 51, started at 5C:2433, first moved one hex to Trondheim, then railed in to here
  • Br 0-1-5 lt AA II 51, admin moved (or railed) from Trondheim

Rough terrain coast/narrow straits hex 5C:2030: Nor 1-6 Inf III 2/5 Ol, replacement build, admin moved here from Trondhein

Trondheim, reference city/major port woods coast rail hex at 5C:2432:

  • Nor 1st Inf XX HQ unit, never moved
  • 1 rail hit marker
  • 1 airbase hit marker

Woods coast/narrow straits rail hex 5C:2433 (next to Trondheim): Nor 1-6* Mtn Cadre 5, from adjacent hex 10B:2402
Note: the two adjacent fjord coast/narrow straits hexes at 5C:2233 and 10B:2302 containing the Nor intrinsic CDs are still Allied controlled

The Bergen Zone:

Forest rail hex 10B:3015 (east of Bergen): Nor 2-3-6* Mtn X 3, never moved

Mountain coast/narrow straits hex 10B:3116: Nor 2-3-6* Mtn X 4, never moved

Bergen, at dot city-major port rough terrain coast rail terminus hex at 10B:3016:

  • Nor 2nd Inf XX HQ unit, never moved
  • Nor 1-6 Eng III 1, never moved
  • Br 3-6 Inf X 24G, never moved
  • Br 0-1-5 Lt AA II 83 (AA=2), never moved
  • Fr pos flk unit (AA-1) never moved
  • Nor intrinsic CD w/ a strength of 3
  • inoperative Nor C.V A type air unit, air transferred from Trondheim
  • inoperative Br Glad (*) F type air unit, air transferred at night from the CV TF Ark Royal
  • Ger LW Me 109E F type air unit flying over the hex on the CAP air mission

Rough terrain coast hex 10B:2815: Br 0-6 Marine Cmdo II IC, never moved

Clear terrain coast/narrow straits hex 10B:2816: Nor 0-1-8 Cav II 1Ak, never moved

Clear terrain coast hex 10B:3117 (small peninsula SW of Bergen w/ narrow straits towards mainland): Nor 1-6 Inf III 4/09Hl, never moved

Isle of Sorta hex 10B:3017 (west of Bergen, connected w/ narrow straits hexside): Nor 1-6 Inf III 6Vl, never movedDouble islets hex of Ask and Holsn at 10B:2916 w multiple narrow straits hexsides): Nor 0-1-8 Cav II 1Ak

Exploitation Phase

1st Naval Movement Step

The two Br LC TFs Cruiser-3 and -4 spend 14 MPs finishing the disembarkation of the two Br 2-6 Inf Xs 146 and 148 at the Orkney Islands holding box.

The Allied mixed naval group from Trondheim spends 30 MPs completely disembarking their ground unit cargo at the Orkney Islands holding box. That would be the Fr 2-1-6 Inf III 13LE, the Pol 3-2-6 Inf X CN, the Br 0-5 Lt AA II 55, and the Fr 0-6 AT II 14.

2nd through 5th Naval Movement Steps

In these naval movement steps in Allied exploitation phase, the Allied player despatches several Allied naval units to ports in northern Norwaynorth of Trondheim. This is done in part to expedite the Allied evacuation of Norway, particularly at Hartstad, and to place a naval blocking force north of Namsos in order to threaten any Axis attempts to reinforce Narvik by sea. The locations of these Allied naval units in northern Norway will be given below.

Ground Movement Sub-Step (c/m units only):

At the end of the Allied turn the Axis player returns the LW Me 109E F type air unit on the CAP mission over the Bergen hex to the Stavanger airbase hex.

At the end of his turn the Allied player has the following naval units in the following Norwegian port hexes:

Harstad, point city/minor port at 5C:0712, on the Norwegian isle of Hinn:

  • Fr CL TF Cruiser-1
  • Br CL TF Cruiser-4

Bodo, point city/minor port at 5C:0712:

  • Br BB TF Valiant
  • BC TF Renown
  • Br LC-1 naval unit

At the end of his turn the Allied player has the following forces in the Orkney Islands holding box:

  • Pol 3-2-8 Inf X CN
  • Br 2-6 Inf X146
  • Br 2-6 Inf X 148
  • Fr 2-1-6 Inf III 13LE
  • Br 0-5 Lt AA II 55
  • Fr 0-6 AT II 14
  • Br 0-1-4 Fortress X RMFU
  • Br BB TF Rodney
  • Br BC TF Repulse
  • Br CA TF Cruiser-3
  • Br CL TF Cruiser-3
  • Br CV TF Ark Royal carrying the inoperative Sea Glad (C code) F type FAA air unit
  • Br CV TF Furious carrying the inoperative Sword 1 (VC code) A type FAA air unit
  • Br CV TF Glorious carrying the inoperative Skua (C code) DF type FAA air unit.

It is hard to tell what the Allied player ought to do in his two added player turns in this extended SoS Scenario. For official guidance regarding Europa Scenario wargaming strategy and tactics, the Allied player has only the SoS VP charts schedule done at the end of the game. Following this, and exclusive of any unofficial personal “historical” sentiments, the Allied player in the Scenario should apparently strive to inflict as much damage as possible on the Axis forces and preserve the Norwegian government marker from capture. Although the retention of Norwegian cities does not specifically gain the Allied side any VP points, their possession for the Allies at the end of the game does prevent the Axis side from adding VPs for those said Norwegian cities, and thereby specifically diminishes the Axis VP tally. Also, the preservation of Allied forces, say through an evacuation of Norway during these added player turns in the extended Scenario, also further limits the potential Axis VP tally.

 

Jun I 40 Axis Turn

Initial Phase

This turn the Axis player rolls a 2 on the Europa weather table. This means clear weather in weather zones A, B, and C on the SoS Campaign for Norway Scenario maps.

Both sides’ forces and airbases are in supply this turn.

The Axis player begins his turn with a total of 3 Ger inf RPs, 14 LW ARPs, and .5 resource points. These production items are located in the Northern Germany holding box. In the initial phase, per the German North Theater 1940-1945 Europa OB beginning on p. 45 of the SoS OB booklet, the Axis player receives as Production 1 Ger inf RP, .5 resource points, and 4.5 LW ARPs. In this initial phase all this Production will be “designated” as stored in the Northern Germany holding box. This adds to a new total of 4 Ger inf RPs, 1 resource point, and 18.5 LW ARPs, all at the Northern Germany holding box. The Axis player uses the 4 Ger Inf RPs to rebuild the two Ger unsupported 2-6 Inf IIIs C found in the SoS Germany Game Chart’s replacement pool and places them in the Northern Germany holding box. The Axis player also spends 1 ARP to replace the aborted He 111H4 (S code) B type air unit and places it at the Oslo airbase.

Per the German North Theater 1940-1945 Europa OB, on the Jun I 40 turn the Axis player “transfers to Greater Germany” the Ger 6-6 Inf XX 170, presently found at the Axis owned and occupied Norwegian point city/standard port of Haugesund, (10B:3319) located on the SW Norwegian coastline, and transfers to “the West” the Ger wint 6-6 Inf XX 198, located at Aalborg, at reference city/major port rail causeway hex 10B:5115, in NE Denmark. Per Rule 3E1-[Geographical] Terms, “Greater Germany” at this time in the wargame includes “the part of Germany shown on the [scenario] maps, …the Sylt and Northern Germany holding boxes, …. [and] Metropolitan Denmark….” Accordingly, the wint 6-6 Inf XX 198 is removed from the Scenario maps and game play. Following Rule 40A1-[Reinforcement] Concepts, the 6-6 Inf XX 170 is “simply” removed from the Haugesund hex and at the Axis player’s discretion placed at clear terrain coast rail hex 10B:5014 along the NE Danish coastline, where is also found two Ger LW pos flk units (each w/ AA=1) and the Ger Mxd (F code) T type air unit.

No CAP, harassment, or naval patrol air missions are flown in the initial phase.

Special Note:

Rule 41B-Campaign for Norway Scenario says the SoS Scenario “…ends either upon the completion of the May II 40 game turn or upon the elimination of all Allied units from both Denmark and Norway.” To be sure, this player’s continuation of the Scenario is not “playing by the official rules,” but I do believe it in fact expresses the wargamer’s love and respect for the published game product. For the Allied Jun I and Jun II 40 turn reinforcements the player is using those listed for the Nordic Adventure Scenario found in the SoS OB booklet. For the Axis Jun I and Jun II 40 turn reinforcements he is using those listed in the German North Theater 1940-1945 Europa OB found in the SoS OB booklet. There may be some “tweaking” done to the Jun II 40 Axis turn Kriegsmarine “Transfer to Germany” stipulations.

Movement Phase

In the naval movement sub-phase the two Ger TF naval units at Haugesund (10B:3319) and the Ger TF naval unit at Stavanger (10B:3619) voyage back to the Northern Germany holding box and replenish their fuel there. Also the two Ger DD TF Flotillas-1 and -2 starting the turn at the Northern Germany holding box replenish their fuel. These voyaging Ger TFs roll no contacts on the Danger Zones Chart (DZC) dice rolls.

The Axis player uses a Ger NTP to sea transport the 0-1-5 Const III 6 at Oslo to the reference city/standard port of Stavanger (10B:3619), on the SW coast of Norway. This unit finishes its disembarkation there in the 3rd naval movement step . In the ground movement sub-phase it spends its remaining 2 MPs building a 1-cap temporary airfield in the hex, per Advanced Rule 43A8-Incremental Construction of Airfields. A temporary 1-cap airfield marker from WW is used.

The Ger wint E Inf XX HQ unit at Aalborg (10B:5115) is sea transported by a Ger NTP to the partial city/major port hex of Oslo (10B:4007). In the ground movement sub-phase it will have 4 MPs left.

The two Ger 2-6 Inf IIIs are sea transported by two NTPs to the Oslo hex. Both remain in the hex for the rest of the Axis player turn.

In the movement phase the resource point in the Greater Germany holding box rails to the reference city of Aalborg (10B:5115), where the Mxd (F code) T type air unit there air transports it to the Oslo airbase. The LW T type floatplane returns to base at Aalborg.

At the end of the movement phase the Axis forces on the Scenario maps are as follows:

The Bergen Zone:

Mountain rail hex 10B:3014 (two rail hexes east of Bergen):

  • Ger wint 2-6 Inf III E, regular moves west 6 transportation line hexes from 3311 to gain hex control
  • Ger wint 2-6 Inf III E, regular moves from 3212
  • Ger wint 1-5 Inf III E; railed in from Oslo, began the turn there
  • Ger wint E Inf XX HQ unit; sea transported to Oslo, then railed in
    Note: At the end of the movement phase these four divisional breakdown units assemble into the Ger wint Ger 6-6 Inf XX 163.

Rough terrain double islet hex of Tysnes and Strod at 10B:3217:

Ger 6-6 Inf XX 214, moves across the narrow straits hexside from Norwegian mainland hex 10B:3318

  • Ger 3-10 Mot Inf X 11, never moved
  • Ger 2-1-10 Pz II 11, never moved

Haugesund, point city/standard port at clear terrain coast road terminus hex 10B:3319:

  • Ger LW 1-10 Mot Hv AA II I/32 (AA=2), never moved
  • 1 Ger mine point sown off-shore “at sea”

Stavanger, reference city/standard port at clear terrain coast rail terminus hex 10B:3619:

  • Ger 1-6 Inf III C, never moved
  • Ger LW 1-10 Mot Hv AA II 1/611 (AA=2), never moved
  • Ger 0-1-5 Const III 6, sea transported from Oslo
  • 1-cap temporary airfield, built this turn by the const III
  • operative Ger Me 109E F type air unit

Clear terrain coast rail hex 10B:3720, w/ a 3-cap permanent airfield:

  • Ger C Inf XX HQ unit, never moved
  • two operative He 111H4 (S code) B type air units
  • operative Ju 87R D type air unit.

Egersund, at point city/minor port rough terrain coast rail hex 10B:4019:

  • 1 Ger mine point sown off-shore “at sea”

Woods coast hex 10B:4415, adjacent to Kristiansand, w/ a 3-cap permanent airfield:

  • operative Ger Me 109E F type air unit
  • operative Ger He 115B (SF code) B type air unit

The Southern Norway and Northern Denmark Regions:

Oslo, at partial city/major port coast rail hex 10B:4007:

  • two 2-6 Inf IIIs C, sea transported from Northern Germany holding box, both are replacement builds
  • 1 resource point, air transported to the airbase
  • one airbase hit marker
  • operative Ger Me 110C1 F type air unit
  • operative Ger He 111H1 NB type air unit
  • operative Ger He 111H4 (S code) air unit, replacement air unit placed here in the initial phase

Woods rail junction hex 10B:4006 (east of Oslo): Ger wint F Inf XX HQ unit, admin moved from 10B:3212

Forest rail hex 10B:3308: Ger wint 2-6 Inf III F Note: this unit started at 3109, then regular moved to Hauge (3010); then it reversed direction and ended its move at 3308 in order to gain hex control of the point city and transportation line leading to it.

Forest rail hex 10B:3106: Ger LW 1-10 Mot Inf II GG, admin moved from 10B:3211

Aalborg, at reference city, major port clear terrain coast rail causeway hex 20B:5115, in NE Denmark:

  • two LW pos flk units (each w/ AA=1), moved from 10B:5015
  • Ger Mxd (F code) T type air unit

Clear terrain coast hex 10B:5015 w/ a 3-cap permanent airfield, in NE Denmark:

  • Ger 6-6 Inf XX 170, transferred per OB to “Greater Germany” in initial phase, started at Haugesund
  • operative Ger Ju 52 T type air unit

The Trondheim Region:

Forest rail hex 10B:2601:

  • Ger wint 2-6 Inf III F, regular moved from 10B:3002
  • Ger A Mtn XX HQ unit, from 10B:3103
  • Ger 3-8 Mtn III A, from 3103

Forest rail hex 10B:2602:

  • Ger 3-8 Mtn III A, from 10B:2906
  • Ger wint 6-6 Inf XX 196, from 2906

Mountain rail hex 10B:2603:

  • Ger wint 2-6 Inf III F, from 10B:3006
  • Ger 1-10 Mot MG II 13, admin moved from Frode (2613)
  • rail hit marker

Mountain rail/road junction hex 10B:2704:

  • Ger 1-8 Art X 109, admin moved from 10B:3603
  • rail hit marker.

The Narvik Zone:

Narvik, at reference city/major port mountain road coast hex 5C:1010:

  • Ger 5-8* Mtn XX 3, never moved
  • Ger LW 0-8 Lt AA II II/33, never moved
  • 2 Ger mine points sown off-shore “at sea.”

Combat Phase

In the combat phase the Nor C.V A type air unit based at the Trondheim reference city airbase at 5C:2432 flies the DAS mission over the Nor 4-6 Mtn XX 5 at woods rail junction hex 10B:2502.

Afterwards, the two Axis ground unit stacks at forest rail hexes 10B:2601 and 2602 attack the Nor 4-6 Mtn XX at woods rail hex 2502, with the Nor C.V A type air unit flying DAS overhead. But first the Axis flies the three He 111H4 (S code) B type air units to 10B:2502 on the GS air mission. The two He 111H4 air units based at the 3-cap permanent airfield at coast hex 10B:3720 first stage to Oslo, there joining the third He 111H4 air unit based at the Oslo hex, from where the three LW B type air units fly to the target hex.

The Axis player attacks at 4 to 1 -1 (for the woods hex) and rolls a 3, which modifies to a 2: HX. The Nor 4-6 Mtn XX 5 is flipped to its 1-6 Mtn Cadre and retreats to woods coast hex 10B:2402. The Allies need to retreat here in order to prevent the Ger 1-10 Mot MG II 13 ground unit from moving into rough terrain narrow straits coast hex 10B:2302 in the exploitation phase, thereby pinching off the “open sea” access for Allied naval units to and from the Trondheim major port. For the HX the Axis player eliminates the attacking wint 2-6 Inf III F, at forest woods hex 2603. After combat the Axis player moves the two 3-6 Mtn IIIs A and the A Mtn XX HQ unit into woods rail junction hex 2402. The Nor C.V A type air unit returns to base at Trondheim and the three LW He 111H4 B type air units return to base at Oslo.

Next, the Axis attacks the Nor 1-6 Inf III1/3Tm at the Huftar island hex 10B:3118 with the Ger 3-10 Mot Inf X 11 and the Ger 2-1-10 Pz II 40 at the adjacent double islet hex of Tysnes and Stord, at 10B: 3217. These two Ger c/m units are stacked with the 6-6 Inf XX 214, but the inf XX doesn’t participate in the attack. I’m not sure in this case if the inf XX gives support to the attacking unsupported mot units; I believe it does without affecting the AECA. If it does affect th AECA then the Axis player doesn’t want its support and will rely solely on the GS to jack up the attack odds. In any event, the LW Ju 87R based at the 3-cap permanent airfield at 10B:3720 flies the GS air mission to the isle of Huftar target hex, upping the attack odds to at least a 9 to 1 +3 (for the AECA modifier). The Nor inf III is eliminated, and after combat the Ger mot inf X and the pz II advance across the narrow straits hexside onto the isle of Huftar. The Ju 87R returns to base at the 3-cap permanent airfield on the SW Norwegian coastline, adjacent to Stavanger.

Exploitation Phase

In the naval movement sub-phase the CA TF A. Hipper and the CL TF Cruiser-1, now having replenished their fuel during the current player turn, voyage to the reference city/standard port of Stavanger on the SW Norwegian coastline. They roll no contacts on the DZC.

The LW 1-10 Mot Inf GG moves from 10B:3106 westwards down the transportation line to Frode, at point city/minor port mountain coast road terminus hex 10B:2613.

The 1-10 Mot MG II 13 at mountain road hex 2603 moves two transportation line hexes to woods rail junction hex 10B:2502, stacking there with the three A Mtn XX breakdowns. At the end of the exploitation phase these three mountain XX breakdowns assemble into the 7-8 Mtn XX 2.

The He 111H1 NB type air unit based at the Oslo airbase flies a night strat bombing rail marshaling yard air mission against the Trondheim reference city/major port clear terrain coast rail hex. The Allied player rolls a 7 on the “3” column of the Antiaircraft Fire Table, with a +2 modifier: a miss. But the Axis player rolls a 4 on the “5” column of the Bombing Table, with a -1 modifier: also a miss. The frustrated He 111H1 night bomber air unit returns to base at Oslo.

Near the end of the Exploitation Phase the Axis player sends the second Me 109E F type air unit on the air transfer mission to the Stavanger reference city airbase, now with a base cap of 2 with the added 1-cap temporary airfield marker. There it stacks together with the other currently available Me 109E air unit. Then he air transfers the Me 110C1 HF type and the He 115E (F code) B type air units to the 3-cap permanent airfield at coast hex 10B:3720, just south of Stavanger, stacking them with the inoperative Ju 87R D type air unit.

For those who may wish to know, here is a virtually complete listing of both sides’ forces in play in the Scenario at the end of the Jun I 40 Axis turn:

Narvik, at reference city/major port mountain coast rail terminus hex 5C:1010:

  • Ger 5-8* Mtn XX 3
  • Ger LW 0-8 Lt AA II II/33 (AA=1)

Mountain road hex 5C:0910 (next to Narvik): Nor 2-3-6* Mtn X 6

Harstad, at point city/minor port wooded rough narrow straits coast road hex 5C:0712:

  • Nor 1-4 Const X 1L
  • Two Fr 2-8 Mtn III 5CA and 27CA
  • Fr Mtn Art II 2CA
  • Br 0-5 Lt AA II 56 (AA=1)

Bodo, point city/minor port rough terrain rail terminus hex 5C:1217:

  • Nor 2-3-6* Ski X 7
  • Br LC-1 naval unit (AA=1)
  • 1 Br mine point sown off-shore “at sea”

Trondheim, at reference city/major port coast rail hex 5C:2432:

  • Norwegian government marker
  • Nor 1st Inf XX HQ unit
  • Nor 1-4 Const X 2L
  • Pol 3-2-6 Inf X CN
  • Fr 2-1-6 Inf III 13LE
  • Fr 0-6 AT II 14
  • Br 0-1-5 Lt AA II 51 (AA=2)
  • Br 0-5 Lt AA II 55 (AA=1)
  • Nor C.V A type air unit

Woods coast narrow straits rail hex 5C:2433:

  • Br 2-6 Inf X 15
  • Br 1-8 Mtn Art II 51
    Note: the bridge has been demolished crossing the 2432/2433 hexside

Rough terrain narrow straits coast hex 10B:2302: Nor intrinsic CD w/ a strength of 2

Rough terrain narrow straits hex 5C:2233: Nor intrinsic CD w/ a strength of 1

Woods coast hex 10B:2402: Nor 1-6* Mtn Cadre 5

Kristansund, at point city/standard port double Norwegian islet hex 10B:2206: two Br 2-6 Inf Xs 146 and 148

Woods rail junction hex 10B:2502:

  • Ger 7-8 Mtn XX 2
  • Ger 1-10 Mot MG II 13

Forest rail hex 10B:2602: Ger wint 6-6 Inf XX 196

Mountain rail hex 10B:2603:

  • Ger wint 2-6 III F
  • rail hit marker

Mountain rail/road junction hex 10B:2704:

  • Ger 1-8 Art X 109
  • rail hit marker

Frode, at point city/minor port mountain coast road terminus hex at 10B:2613: Ger LW 1-10 Mot Inf II GG

Forest rail hex 10B3308: Ger wint 1-6 Inf III F

Mountain rail hex 10B:3014 (2 hexes east of Bergen): Ger wint 6-6 Inf XX 163

Isle of Huftar at hex 10B:3118:

  • Ger 3-10 Mot Inf X 11
  • Ger 2-1-10 Pz II 40

Tysnes and Strod double islet hex at 10B:3218: Ger 6-6 Inf XX 214
Note: The Norwegian coastal island hexes of Bolmo (10B;3318) and Karm (10B:3419) are Axis controlled.

Haugesund, at point city/standard port clear terrain coast road terminus hex 10B:3319:

  • Ger LW 1-10 Mot Hv AA II I/32 (AA=2)
  • 1 Ger mine point sown off-shore “at sea”

Stavanger, at reference city/standard port clear terrain rail terminus hex 10B:3619:

  • Ger 0-1-5 Const III 6
  • Ger 1-6 Inf III C
  • Ger LW 1-10 Mot Hv AA II I/611 (AA=2)
  • two Ger Me 109E F type air units
  • Ger CA TF A. Hipper
  • Ger CL TF Cruiser-1
  • 1-cap temporary airfield marker

Clear terrain coast rail hex 10B:3720 w/ a 3-cap permanent airfield (adjacent to Stavanger):

  • Ger C Inf XX HQ unit
  • Ger Me 110C1 HF type air unit
  • Ger Ju 87R D type air unit
  • Ger He 115B (SF code) B type air unit

Egersund, at point city/minor port rough terrain coast rail hex 10B:4019: 1 Ger mine point sown off-shore “at sea”

Bergen, at dot city/major port rough terrain coast rail terminus hex at 10B:3016:

  • Nor 2nd Inf XX HQ unit
  • Nor 1-6 Eng III 1
  • Br 3-6 Inf X 24G
  • Br 0-1-5 Lt AA II 82 (AA=2)
  • Fr pos flk unit (AA=1)
  • Nor intrinsic CD w/ a strength of 3

Forest rail hex 10B:3015 (one hex east of Bergen): Nor 2-3-6* Mtn X 3

Mountain coast hex 10B:3116: Nor 2-3-6* Mtn x 4

Clear terrain coast hex 10B:3117: nNor 1-6 Inf III 4/9Hl

Isle of Sorta hex 10B:3017: Nor 1-6 Inf III 2/6Vl

Ask and Holsn double islets hex 10B:2917: Nor 0-1-8 Cav II 1Ak

Clear terrain narrow straits coast hex 10B:2816: Nor 0-1-8 Cav II 2 Op

Clear Terrain coast hex 10B:2815: Br 0-6 Marine Cmdo II IC

Oslo, at partial city/major port coast rail hex 10B:4007:

  • two Ger 2-6 Inf IIIs C
  • 1 resource point
  • Ger He 111H1 NB type air unit
  • three Ger He 111H4 (S code) B type air units
  • one airbase hit marker

Woods rail junction hex 10B:4006 (east of Oslo): Ger wint F Inf XX HQ unit.

Northern Germany holding box:

  • two Ger DD TF Flotillas-1 and -2
  • Ger B TF Schlesien.

German replacement pool:

  • Ger wint 2-6 Inf III F
  • two Ger BC TFs Gneiseneau and Schrnhrst
  • Ger CA TF Blucher
  • BP TF Lutzow.

Additional hit/demolition markers on the Scenario maps in Norway:

  • Forest rail hex 10B:2901: rail hit marker
  • Forest rail hex 10B:3405: rail hit marker
  • Woods rail junction hex 10B:3603: rail hit marker
  • River rail bridge hexside at 10B:4005/4006: demolished bridge marker
  • River rail bridge hexside at 10B:4008/4009: demolished bridge marker
  • River rail bridge hexside at 10B:3809/3910: demolished bridge marker.

 

Interlude

For those who may not know, the SoS Campaign for Norway EA game report project is at the May II 40 Allied turn. Per Rule 41B-Campaign for Norway Scenario, this would be the final player turn of the Scenario.

Thus, this Europa wargame Scenario, like others in the series (ie., FitE/SE 1941 Scenario, WitD Western Desert Scenario),ends in the midst of the campaign at a somewhat arbitrary photo-finish point in time, with the future hanging and swinging in mid-air, so to speak.

The actual historical Norwegian campaign, especially during the second half of May and most of June 1940, was not carried out in a vacuum.

Select Mid May-June 1940 Chronology:

May 10: Germany invades Holland, Belgium, and Luxembourg. British troops land in Iceland. Resignation of Mr. Chamberlain; Coalition Government formed w/ Mr. Churchill as PM.

May 13: Germans capture Liege, push through the Ardennes, and reach the Meuse River. Dutch government transferred to U.K. Churchill’s “blood and toil and tears and sweat” speech in Commons.

May 14: Holland surrenders “to prevent annihilation.”

May 15: Germans capture Sedan and in battle break through across the Meuse between Mezieres and Namur; the bridges not destroyed.

May 16/17: Gap forms in Sedan sector of Allied front; the panzers “race to the sea.” Brussels abandoned.

May 18: Germans reach Amiens, capture Antwerp.

May 21: Germans reach the English Channel. Br cruiser Effingham sunk off Norway.

May 22: Desperate Allied counterattack to rescue trapped Western Allied forces in Channel pocket at Belgium-French border.

May 23: Bolougne captured by Germans.

May 26: Lt. Gen. J.G. Dill becomes British C.-in-C. General Ironsides becomes C.-in-C. of British Home Forces. British cruiser Curlew sunk by LW aircraft off Narvik. Calais falls that evening.

May 28: Belgium surrenders. Dunkirk evacuation begins; continues until evening of June 2/3. 337,000 Western Allied troops evacuated. Narvik captured by Norwegian and British forces.

May 30: “Uncounted thousands” of Western Allied troops reach England.

May 31: President Roosevelt pushes “billion dollar” defense budget.

June 4: Churchill’s public statement saying “we shall fight on the beaches, we shall fight in the fields…we will never surrender.”

June 5: Germans launch their 2nd major French offensive in the West, from the Channel coast to Laon.

June 8: British aircraft carrier Glorious sunk during Allied withdrawal from Narvik, British destroyer Acasta sunk during the same naval battle.

June 9: Norwegian King Hoakon announces the collapse of Allied resistance to the Nazi invasion of Norway.

June 10: Withdrawal of the remainder of British and French troops from northern Norway. Norwegian king sails to U.K. Italy declares war on the Allies.

June 12: Soviet ultimatum to Lithuania; accepted June 14th. New government by June 16th.

June 14: Germans enter Paris.

June 15: New Russo-German frontier agreement announced. Minor changes around E. Prussia, if I recall.

June 16: USSR demands change of government of Estonia and Latvia. New Latvian Cabinet by June 20; new Estonian Cabinet by June 22.

June 17: Marshal Petain’s new Cabinet in France. New French government asks for armistice terms. British evacuation of France completed.

June 18: Churchill gives “finest hour” speech in the Commons.

June 19: French agree to prohibit transport of war material to China through Indo-China.

June 21/22: Armistice negotiated and signed in Foch’s railway carriage at Compiegne. Polish exile government reaches London from France.

Thus the SoS Campaign for Norway Scenario ends at the finish of the May II 40 game turn, well before the end of the historical campaign for Norway. For that matter, the Campaign for Norway Scenario ends well before the end of the SoS NTO Scenario, which can continue until the end of the Jun II 40 game turn.

What the Campaign for Norway Scenario offers wargamers is evidently an “historical” set-up of the Norwegian forces. In the NTO Scenario the Soviet player on their Dec II 39 player turn evidently conducts the Norwegian partial mobilization per the Norway, 1939-1945 Europa OB beginning on p. 31 of the SoS OB booklet. This in effect is a rules sanctioned limited Norwegian “free deployment” as opposed to the Campaignfor Norway Scenario “historical” deployment for Norway.

However, due to the Initial Phase “activities” numbering sequence of the SoS Master Sequence of Play Summary, it appears impossible for NTO Campaign wargamers to “tweak” their Scenario into a parallel Campaign for Norway “historical” format, with the Russo-Finnish War conveniently ended, and thereby legally smuggle in the extra turns allowed in the NTO Scenario. At best the Soviets can end the Russo-Finnish War (per Rule 41G3d-End to Russo-Finnish War) “at the start of…the Soviet initial phase” on their Apr I 40 player turn. But at that moment, “if the Russo-Finnish war ends before any Allied or Axis Intervention occurs, the [NTO] scenario ends at that point.” Per Rule 41G3c-Axis Intervention, the Germans “automatically intervene on the Apr I 40 turn even if the Allies have not intervened,” but per the SoS Initial Phase activity listing this does not occur until step 4, apparently well after “the start” of the Soviet initial phase, when the NTO Scenario would end if the Russo-Finnish war ends per Rule 41G3d.

There is the unusual “alternative history” possibility of a NTO Scenario with a Russo-Finnish War continuing through the Apr I 40 game turn, but still without direct Allied intervention into it and played alongside a separate “automatic” German invasion of Denmark and Norwaybeginning on a joint Apr I 40 Soviet/Axis player turn. Per Rule 41G3a-Allied Intervention, on the following Apr I 40 joint Finnish/Allied turn, Allied intervention into that new Scandinavian conflict would “automatically” occur along with “automatic” simultaneous Allied intervention also occurring into the ongoing Russo-Finnish War. See Rule 41G3c-Axis Intervention for German restrictions. In this situation Rule 41G3d says “The [NTO] scenario continues [presumably as long as the Jun II 40 game turn inclusive] with the remaining warring nations.” The Soviets would then, beginning on the Apr II 40 Soviet/Axis turn, begin using a -10 DP (demoralization point) factor when determining if the Russo-Finnish War ends (Rule 41G3d). This may well compel the Soviet army to advance all the way to Helsinki in order to gain the additional DPs, rather than ending/winning their Winter War by capturing Viipuri (without the -10 DP factor), as might often be the case prior to any Allied intervention into the conflict. However, although the SoS Scenarios don’t express the final peace settlement of such an alternative history situation in terms of Grand Europa country borders, probably in a real life situation with the Soviet army capturing both Helsinki and Viipuri by either the Jun I or Jun II 40 turns (eg., in effect at or right after the fall of France), this might just mean the end of an independent Finland. However, the Soviet Union probably would not have incorporated the three Baltic States, which in real life occurred only after they realized that the fall of France was imminent, until after a settlement of the Russo-Finnish War, and therefore in this situation might have delayed this incorporation event (or its attempt) until maybe the late summer of 1940.

We will skip for now the admittedly quite appealing issue of creating an “expanded” SoS Campaign for Norway Scenario lasting at least to the Jun II 40 game turn inclusive, perhaps using the NTO Allied and German OBs as a basis for the added on Jun I and Jun II 40 game turns. For a first class effort I’m thinking the proposed Campaign for Norway Scenario expansion likely needs more study and perhaps some additional SoSRules and OB tweaking. Someday it probably should be done. A first class scenario of this type might also include provisions for the war in the Atlantic in the 4th quarter of 1940.

Even better would be a Campaign for Norway/Fall of France/Their Finest Hour Grand Europa campaign scenario, beginning likely on the Apr I 40 turn and ending perhaps on the Dec II 40 turn. Here the interaction between the time period’s three war regions would be more apparent.

SoS Rules Issues:

  1. The hex entry side of a port, in particular the Bergen port. See Rule 27B4-All-Water Route/Adjacent for this. The center, or main entry hex side of the Bergen port should be the 3016/3017 hex side, I believe. The center, or main entry hex side of the Stavanger port should be 3619/3620.
  2. Stored replacement point locations, both infantry RPs and special replacements. The Allied player in theCampaignfor Norway Scenariomight ought to note that the Norway, 1939-1935 Europa OB, used for the Norwegian forces in the Scenario, lists Trondheim, Bergen, and Oslo as the hex locations where their May I 40 Allied turn infantry RP Production Ground Replacements are “received.” Accordingly, for reasons of efficiency and expediency, Norwegian infantry RP “special replacements,” which per Rule 40B-Replacements are “calculated” and their residual hex location “designated” during the Allied initial phase following the affected ground unit losses, might ought to be placed at one of these same city hexes, if the combat hex is not “isolated” from the particular city hex. Similar cautions need to be done for German and Western Allied inf RP OB arrivals and special replacement infantry RP accounting. Even apparently isolated ground unit losses can be calculated and then designated at a friendly owned hex existing in the isolated geographical zone. Evidently they may be stored there as long as the hex remains friendly. Of course they may just be hard to retrieve and assemble with other inf RPs into a replaced ground unit.
  3. Floatplanes in theCampaignfor Norway. I think that WW Optional Rules 23G2a-Floatplane Airbase Capacity and b-Floatplane Transports might ought to be incorporated into SoS as optional rules. The Floatplane Airbase Capacity optional rule says that “a port…with a port capacity greater than 0 has a special floatplane capacity of 1. This capacity is not damaged due to any hits achieved against it due to airbase bombing. …[A]irbase bombing is allowed against such a hex and code F air units at the airbase [port] can be hit, but the special floatplane airbase capacity does not get damaged.” The Floatplane Transports optional rule says a floatplane “may land its cargo in any friendly-owned partial-sea/lake hex. It may not, however, fly a one-way transport mission in this manner.”

Victory Points and Rule 42-Victory:

Here is a preliminary estimate of projected end-of-game and/or accumulated Victory Points done at the beginning of the May II 40 game turn for the EA reported SoS Campaign for Norway Scenario.

Axis Side:

Ownership of Norwegian Cities and Ports (all on map 10B, unless noted):

  • point city/minor port of Halden (4308): +2
  • point city/minor port of Fredrikstad (4309): +2
  • point city/minor port of Tonsberg (4310): +2
  • point city/minor port of Larvik (4311): +2
  • point city/minor port of Arendal (4413): +2
  • point city/minor port of Moss (4208): +2
  • point city/minor port of Drammen (4009): +2
  • point city/minor port of Egersund (4019): +2
  • point city of Honefoss (3808): +1
  • point city of Hamar (3605): +1
  • point city/minor port of Frode (2613): +2
  • point city/standard port of Kristiansand (4416): +4
  • reference city/standard port of Stavanger (3619): +6
  • reference city/major port of Narvik (5C:1010) +8
  • dot city/major port of Bergen (3016): +10
  • major city/major port of Oslo (4007): +20

Capturing [Norwegian] Objectives:

Capture of Norwegian capital [evidently the map hex and not the marker]: +10

Enemy Losses [in Norway or at sea]:

  • Nor inf II and Nor cav II: +1
  • second Nor cav II: –
  • two isolated Nor inf IIIs: +4
  • one Nor inf III unable to mobilize: +1
  • one Nor inf XX HQ unit unable to mobilize: +1
  • sunk Nor CD TF Norge: +2
  • aborted Br Skua (C code) FAA air unit +2
  • British heavy TF hits (11 total): +33

Ownership of Danish Cities and Ports (all on map13A):

Note: in this game Denmark became a “German protectorate” in the Combat Phase of the Apr I 40 Axis Turn per Rule 38D2-The Danish Protectorate. In this particular situation I believe all Danish cities and ports captured by the Axis at that “point during the player turn it is invaded by Germany” when it “accept[s] the imposition of a German protectorate over the country” ought to be counted for VPs per the notes indicated on the VP charts found on p. 70 of the SoS Scenario Rules booklet.

  • reference city/standard port of Esbjerg (0621): +2
  • dot city/major port of Aahrus (0616): +4
  • reference city/standard port of Odense (0918): +2
  • major city/major port of Kjobenhavn (1113): +7

Capturing [Danish] Objectives:

Capture of Danish Capital [evidently the map hex and not the marker]: +3

Enemy Losses [in Denmark]:

  • three Danish non-mot REs eliminated: +3
  • eliminated Danish C.V air unit: +2
  • CD TF N. Juel scuttled/sunk: +2

Accumulated Friendly Production:

  • three accumulated Ger inf RPs +3
  • fourteen accumulated Ger LW ARPs +14
  • .5 resource point –

This tallies to an Axis VP total of: +164

Allied Side:

Enemy Losses [in Norway or at sea]:

  • three Ger inf/mtn REs eliminated while isolated: +6
  • one aborted LW Ju 52 air unit +1
  • German heavy TF hits (14 total): +84

Accumulated Friendly Production:

  • one accumulated Br ARP +1
  • one accumulated Nor ARP +1
  • .25 accumulated Nor inf RP –

This tallies to a possible Allied VP total of: +93

Technically, that’s it for the Allies so far in this wargame, if one reads without questioning the VP charts found on the back side (p. 70) of the SoS Scenario Rules booklet. Under “Ownership of Cities and Ports” is the parenthetical stipulation, “count only those that were enemy-owned at start of scenario,” which means, as far as I can tell, that the Allied player never gets to add any Ownership VPs for Scandinavian city/port ownership in either the Campaign for Norway or NTO Scenarios. The VP tallies are so lopsided that I believe the Axis could still afford to lose at least two or maybe up to three of their five remaining Kriegsmarine TF naval units (they begin the Scenario with a total of 9 naval TFs) and still possibly manage to win at the game’s end.

In the Campaign for Norway Scenario wargame done for the EA game report, this poor Allied VP tally is the case despite of the fact that both the Norwegian forces and the Allied Scandinavian expeditionary forces remain basically intact, that the Allied player holds securely for now both Trondheim and Bergen, and that the still intact and quite potent Royal Navy has inflicted grave damage to the Kriegsmarine. Moreover, even if one goes ahead and adds the VPs for currently Allied controlled Norwegian city/ports on the stipulated SoS Campaign for Norway maps per Rule 41-Preparing for Play (this tallies to 53, I believe), the new Allied VP total is now at 146, still 18 points below the current Axis VP tally.

Also, most of the 14 Allied hits done on German heavy TFs were achieved due to a misunderstanding regarding the supply status of the German forces in the Narvik hex, which were also being threatened then by an Allied build-up in the Narvik zone. This threat of a beefed-up Allied attack against the German held Narvik hex, aggravated by the erroneous belief that the German forces there were also out of regular supply, compelled the Axis player to execute his ill-fated Kriegsmarine naval mission to reinforce the Narvik hex, which resulted in most of the Allied hits against the German naval units done in the several naval battles in the Norwegian Sea. The better way to reinforce Narvik, which was nevertheless necessary due to the Allied build-up in the zone, would have been to air transport at night unsupported German inf III breakdowns into the Narvik hex. This air transport reinforcement of Narvik would have also given the Axis player game turn time and preserved the Kriegsmarine naval resources for different and possibly more rewarding Axis naval operations in the vast geographical coastal “bulge” region of SW Norway. These Axis naval operations would have undoubtedly also resulted in some Allied hits to Axis TF naval units, but a preliminary guess/estimate would be ½ to 2/3rds of the current tally.

Right now I’m tentatively thinking that perhaps the Allied player should get VPs for ownership of Norwegian cities and ports at the end of the Campaign for Norway and NTO Scenarios. This would at least more properly channel some of the wargame strategy and tactics of the Allied player. But I probably ought to play a few more scenarios completely through before firing off a protest letter to HMS.

I’m currently thinking that in the SoS Campaign for Norway Scenario the Axis player is faced with reliving a whole series of ordeals and risks which in the historical campaign appear to be “done deals” and thus in hindsight perhaps sometimes skipped over by WWII students as inevitable historical success. But these “done” historical realities are not so in SoS. These relived Axis historical ordeals and risks might now be worth listing:

  1. Conquering Denmark in the context of Rules 38A and D; specifically capturing Kjobenhaven (13A:1113). The trick here is that the Axis must somehow get ground units onto the Danish island of Sjaelland and then successfully attack and occupy Kjobenhaven. I suspect this will often be done by amphibious landings, as the LW para IIs will likely be required for more critical air drops in southernNorway. In many games the amphibious landings necessary at Sjaelland Island will likely be done at either Korsor (1016) or Helsingor (1012), the later of which is conveniently adjacent to Kjobenhaven. The otherSoS Campaign for Norway game report that is posted in the EA files does the amphibious landing onto Sjaelland at Vordinborg (1412) if I recall and am understanding it correctly. But I don’t know how the amphibious landing (and presumably) non-divisional ground units subsequently cross the adjacent causeway (eg., without a ZOC to initially gain control of the other side) onto the Danish isle of Falster to the north in order to continue moving in order to gain control of Nykobing (1516).
  2. Capturing Narvik. On the initial turn the Axis will likely amphibiously disembark only one stripped down and supported mtn III breakdown, then roll for disruption on the Disruption Table and see what happens.
  3. Capturing Trondheim. Here the risks for the Axis are apparently identical to the situation at Narvik. Here the Axis player will likely use his other stripped down supported mtn III breakdown, reliving once again the Disruption Table die roll ordeal and being the slave of its verdict. At either location, if the Axis player loses out on these initial player turn amphibious disembarkation die rolls, it is likely that the Allied player can take these hexes on the Apr I 40 Allied turn and will remain there until the end of the game.
  4. Capturing Bergen. I believe both historically and in theSoSScenario its capture is critical for both the Axis naval war north of Stavanger and in the military task of quickly continuing northwards towards Trondheim (if it is not Axis) and even farther on towards Narvik, either by the overland route in Norway (basically starting from Oslo) or by sea round the great eastern bend of the Scandinavian peninsula. In the current EA reported wargame the Axis player used two unsupported inf IIIs in the initial turn amphibious disembarkations and both managed to land disrupted. Vigorous Allied countermeasures done in their subsequent player turn won back the disputed Bergen hex from the disrupted Ger inf IIIs, as was also the case at the disputed Trondheim hex, where the single stripped down supported Ger mtn III landed disrupted, also. Once the Allies gain firm control of Bergen in the Apr I 40 Allied turn, the reinforced intrinsic Norwegian CDs in the hex make Bergen a tough and hazardous nut to crack. If the Axis come after Bergen again later in the game, there will certainly be plenty of blood.
  5. Capturing Oslo. This is admittedly the gentlest of the uncomfortable ordeals facing the Axis player in theCampaignfor NorwayScenario. Here the Axis used an unsupported inf III breakdown along with a LW para II air dropping at a clear terrain coast hex adjacent to Oslo and still both became disrupted. However, in the subsequent Allied turn the Norwegians evacuated the contested full city hex, opting to run away then in order to regroup and fight another day. On the Apr I 40 Allied turn the Allied position at the disputed Oslo hex would have been better, I think, had the Kjobenhaven hex still been Danish controlled. This prevents it from being a convenient 6-cap Axis airbase. The other available LW para II will likely often be used at either the critical Bergen assault, or perhaps at the strategic 3-cap permanent airfield at clear terrain coast hex 10B:3720 on the SW Norwegian coastline, or maybe at the adjacent reference city/standard port hex of Stavanger.
  6. The May I 40 game turn weather die roll. Things get better for the Nazi German invasion ofNorwayif the weather goes their way this turn. It’s a 50-50 chance of either clear weather or mud in the C weather zone, which includes Namsos, Trondheim, Bergen, Stavanger, and Oslo. I believe historically the Nazis rolled good and got clear weather in the C weather zone. In the Campaign for Norway Scenariothe Axis gets to again relive the worry of the weather in central and southern Norway on the May I 40 game turn. Imagine asking SE/FitE/TW Axis players to do a weather die roll at the start of the Jun II 41 initial turn.

However, even though the current Allied position on the SoS wargame maps might appear impressive in the Campaign for Norway Scenario EA game reports, I suspect that this is an illusion caused by the campaign being played in the “small box” of the localized scenario with the rest of contemporary WWII reality being necessarily cropped out. I believe it is quite likely that in either a similar hypothetical “real life” alternate historical situation or in an extended and revised Campaign for Norway Scenario play (eg., played beyond the May II 40 game turn), all Allied forces currently on the Norwegian mainland would soon be evacuated or lost, perhaps even as early as the end of the Jun II 40 game turn. The superficially strong Allied positions at Trondheim and Bergen in the current Scenario wargame might, in the end, not become historical strong Allied bastions like Tobruk, bur rather would become additional historical Narvik, Dunkirk, and Crete Allied evacuation ordeals, full of loss, grief, and regrets. In Europa wargame play I suspect this would be most evident in a future Grand Europa battle scenario situation essentially combining the SoS campaign for Norway scenario with the Fall of France historical scenario.

May II 40 Allied Turn

Initial Phase

For those who may not remember, it’s clear weather in weather zones B and C and mud in weather zone A.

Both sides’ forces are in general supply on the Scenario maps and all airbases are in supply.

This turn the Norwegians receive the two1-4 Const Xs 1L and 2L in their Southern Norway and Central Norway Garrisons, respectively (General Mobilization +3). Per Rule 37F-Garrisons, the Allied player evidently may receive (eg., place on the maps) both of these Nor const units now, as there are enemy units in both districts, and can place them “in any cities in the district.” The 1-4 Const X 2L is placed at Trondheim (5C:2432). The 1-4 Const X 1L is not placed at Bergen, as one might perhaps first think, but rather it is placed at a port in the southern district as far north as possible, so as to hopefully successfully sea transport it elsewhere. It is not placed at Bergen because of the Nor 1-6 Eng III 1 that can certainly move in this turn overland along the transportation line leading to the dot city/major port. Accordingly, the Nor const X reinforcement is placed at the point city/standard port of Kristiansund (10B:2206). A third Norwegian reinforcement that is supposed to arrive this turn at Oslo, the 2-3-6* Inf X 8, is eliminated instead and placed in the Norwegian replacement pool, as Oslo is Axis controlled and occupied.

Utilizing Rule 35A-Regrouping, the Allied player transfers the remaining strength point of the crippled Br 5-pt CA TF Cruiser-2 (4 hits) to the Br BB TF Valiant (2 hits), thereby reducing its hits to 1. Both of these Br naval units begin the turn at the Orkney Islands holding box. The CA TF Cruiser-2 (now 5 hits) is placed in the Allied Replacement pool.

All of each side’s inoperative air units become operative, and neither sides’ airbases are stacked in excess of the base’s capacity.

Neither side flies any CAP missions, nor does the Axis side fly any harassment missions.

The Allied player flies no naval patrol air missions. The Axis player assigns the He 115B (SF code) B type air unit at the 3-cap permanent airfield at 10B:4415 on the southern Norwegian coastline adjacent to Kristiansand on the naval patrol air mission, along with the two He 111H4 (S code) B type air units based at the 3-cap permanent airfield at 10B:3720, on the SW Norwegian coastline just south of Stavanger.

Movement Phase

1st Naval Movement Step

The large British naval combat naval group at sea hex 10B:1608 in the Norwegian Sea spends 30 MPs sailing WSW and ends its sea movement at the Orkney Islands holding box. At the start of the naval movement step this naval group rolls a no contact on the Danger Zones Chart (DZC). This naval group is composed of the following British naval units:

  • BB TF Rodney
  • BC TF Renown
  • BC TF Repulse (1 hit)
  • CV TF Glorious
  • CV TF Furious
  • CV TF Ark Royal carrying the operative Sea Glad (C code) F type FAA air unit.

In the Scotland holding box the Br CL TF Cruiser-3 spends its 30 MP naval movement step allowance simultaneously replenishing its fuel and embarking the Br 0-1-5 Lt AA II 82 reinforcement. The Br CL TF Cruiser-4 does the same thing (eg., replenish its fuel and embark cargo) with the Br 0-1-5 Lt AA II 51 and the Br 0-5 Lt AA 55 reinforcements. The Fr CL TF Cruiser-1 does the same thing with the Br 0-1-4 Fortress X RMFU.

At the Orkney Islands holding box the Br CA TF Cruiser-1 and the Br BB TF Valiant (1 hit) both spend 30 MPs replenishing their fuel.

At the Norwegian point city/standard port of Kristiansund (10B:2206) a Nor NTP spends 30 MPs embarking the Nor 1-4 Const X 1L.

At Trondheim, a second Nor NTP spends 30 MPs embarking the Fr 1-8 Mtn Art II 2CA and the Br 0-5 Lt AA II 56.

After doing all the above, the Allied player decides to take a chance at the vulnerable Bergen hex (10B:3016) and uses the third Nor NTP, where it there spends 30 MPs embarking the Nor 1-6 Inf III 3/8Rl.

Although carefully taking in all the Allied naval activity, the Axis player for the time being nevertheless does nothing with his air units in south Norway.

2nd Naval Movement Step

At the Orkney Islands holding box the six British naval TFs that arrived there the previous naval movement step from the Norwegian Sea spend 30 MPs replenishing their fuel.

The three Allied CL TFs at the Scotland holding box, now refueled and loaded with their embarked ground unit cargoes, spend 17 MPs per the Allied Game Chart moving off-map to the Orkney Islands holding box. There the Fr CL TF Cruiser-1 spends its remaining 13 MPs of the naval movement step disembarking the Br 0-1-4 Fort X RMFU at the holding box. The other two Br CL TFs, each loaded with their ground unit cargoes, “sit tight” in the holding box for the remainder of the naval movement step.

At Trondheim, under the cover of darkness, the Nor NTP carrying the Fr 1-8 Mtn Art II 2CA and the Br 0-5 Lt AA II 56 sails out of the harbor and spends 10 MPs at night movement to reach all-sea hex 5C:1730. Then it continues moving NE in the daylight an additional 19 MPs in the Norwegian Sea to 5C:0815. There it ends the naval movement step after spending its last MP for one of the two MP expenditures needed to enter the adjacent Norwegian coast isle hex of Hinn, at 0814.

Similarly, the other Nor NTP carrying the Nor 1-4 Const X 1L leaves the Norwegian port of Kristiansund (10B:2206), sailing NE using night movement to reach all-sea hex 5C:1631. From there it spends another 20 MPs voyaging NE in daylight to end the naval movement step also at 5C:0815.

But the third Nor NTP at Bergen, with the Nor 1-6 Inf III 3/Rl completely embarked, remains in the harbor, not yet willing to risk encountering the LW air units on sea patrol, yet presently definitely vulnerable to naval strike air missions from at least the Ju 87R D type air unit at the 3-cap airfield at nearby Norwegian coast hex 10B:3720, next to Stavanger, and the He 111H4 (S code) B type air unit based at the Oslo airbase. Also at the Oslo airbase is the He 111H1 NB type air unit. The Axis player is evidently biding his time, apparently looking for bigger fish to fry in the dangerous aero-naval conflict unfolding along the embattled shores of SW Norway.

3rd Naval Movement Step

At the Norwegian coast hex at 5C:0815, along the rugged and twisted Norwegian isle of Hinn, the Allied cargo naval group consisting of the two Nor NTPs carrying their ground unit cargoes voyage onwards to the point city/minor port of Harstad (5C:0712), located on the north shores of the isle of Hinn. There the NTP carrying the Fr 1-8 Mtn Art II 2CA and the Br 0-5 Lt AA II 56 spends its remaining 23 MPs beginning to disembark its cargo.  The other Nor NTP spends its remaining 22 MPs beginning to disembark the Nor 1-4 Const X 1L.

Now, at the Orkney Islands holding box, with all the Allied TFs fleet replenished with fuel, with the Br FAA Sea Glad (C code) air unit poised operative upon the deck of the Ark Royal aircraft carrier, and with the intended ground unit cargoes duly embarked on the decks of two Br light TFs, the Royal Navy is ready to make its move into the hazardous seas surrounding SW Norway.

However, taking care of small details first, the Fr CL TF Cruiser-1 now spends 17 MPs completing the disembarkation of the 0-1-4 Fortress X RMFU at the Orkney Islands holding box, and then lingers at the box, waiting for touble.

Then, using night movement, a relatively small combat naval group comprised of the BC TF Repulse (1 hit) and the CL TF Cruiser-4 carrying the Br 0-1-5 Lt AA II 51 and the 0-5 Lt AA II 55, spends 2 MPs to move onto the western edge of map 10B at hex 2333, where is also the Orkney Islands islet of Stronsey. This naval group then veers NE and moves eight more hexes at night movement to all-sea hex 10B:1628, just out of the effective sea patrol range of the two LW He 111H4 (S code) air units based on the SW Norwegian coastline. The combat naval group rolls a 2 on the DZC. From 1628 the naval group moves 20 sea hexes due east, ending its naval movement step at 10B:1608, in the midst of the NorwegianSea.

Next, a second larger British combat naval group leaves the Orkney Islands holding box, entering the North Sea at 10B:2433 in daylight. It rolls an 8 on the DZC. This Allied combat naval group is comprised of the following British naval units:

  • BB TF Rodney
  • BB TF Valiant (1 hit)
  • BC TF Renown
  • CV TF Ark Royal carrying the operative Sea Glad (S code) F type FAA air unit
  • CA TF Cruiser-1
  • CL TF Cruiser-3 carrying the Br 0-1-5 Lt AA II 82.

This large naval group continues moving ESE in the North Sea, bearing towards Bergen, with the Axis player watching and carefully plotting the naval force’s progress. He finally tells the Allied player to stop his naval movement at all-sea hex 2622. The Axis player then initiates a naval patrol air mission, using the two He 111H4 (S code) B type air units based 11 hexes away at the 3-cap permanent airfield at hex 10B:3720, along the SW Norwegian coastline. Using a +1 die roll modifier for the contact attempt on the Success Table, the Axis player manages to roll a 1, which modifies to a 2: failure. The two He 111H4 LW air units return to base inoperative at the 3-cap permanent airfield at Norwegian coast hex 3720.

The relieved Allied player then uses night movement to expend the final 10 MPs needed to arrive at the Bergen dot city/major port hex. However, the BB TF Rodney, the BC TF Renown, and the CV TF Ark Royal carrying the operative Sea Glad (C code) F type air unit all stop and linger at all-sea hex 10B:2818. The BB TF Valiant (1 hit), the Br CA TF Cruiser-1, and the cargo carrying Br CL TF-3 all continue onwards to the Bergen port hex.

At the initial MP expenditure instant that the later Br combat naval group enters the Bergen coast hex, but before it spends the 2nd MP needed to actually enter into the port of Bergen, the Nor NTP carrying the embarked Nor 1-6 Inf III 3/Rl promptly exits the port of Bergen. It initially expends 2 MPs, using night movement, to enter the Norwegian controlled adjacent double island hex of Ask and Holsn, to the NW at 10B:2917. Then this cargo carrying Nor NTP moves NNE eight more hexes at night movement to 2114. From there it moves eastwards another 20 MPs arcing round the great eastward bend of the Scandinavian peninsula and ends the naval movement step at the reference city/major port of Trondheim.

After entering the port of Bergen with the other two Br TFs, the Br CL TF Cruiser-3 spends its remaining 7 MPs beginning to disembark the Br 0-1-5 Lt AA II 82.

All this Allied naval movement is within the naval reaction zone of the Ger CA TF A. Hipper and the CL TF Cruiser-1 at the point city/minor port of Haugesund (10B:3319) and the B TF Schlesien at the reference city/standard port of Stavanger (3619), but for now the Axis player demurs from doing anything, apparently not wishing to tangle with the more powerful Allied naval forces.

Right when the Allied player says the 1st naval movement step is ended, the Axis player announces a naval strike air mission against the Bergen hex (10B:3016). He flies to the Bergen hex the He 111H4 (S code) B type air unit based at Oslo and also the Ju 87R D type air unit based at the 3-cap permanent airfield at the nearby coast hex 10B:3720, adjacent to Stavanger. He arranges to have the Me 109E F type air unit based at the Stavanger reference city airbase (3619) to optimally come in as the air mission’s escort. Evidently he senses that now is the moment to execute the naval strike air mission against the Royal Navy at the vulnerable Bergen port hex.

When the Axis air units reach the Bergen target hex, the Allied player intercepts there with the Glad (*) F type air unit based at the Bergen airbase and also the Sea Glad (C code) F type FAA air unit based on the deck of the Ark Royal aircraft carrier, located NE three hexes away from Bergen at all-sea hex 2818. The Glad (*) air unit pairs up against the LW Me 109E air unit flying escort and the Sea Glad FAA air unit goes after the two LW air units on the naval strike air mission. In the ensuing air combat the Glad air unit returns the Me 109E air unit, but the Me 109E aborts the Br Glad (*) F type air unit. A random pick pairs up the Sea Glad F type air unit with the He 111H4 (S code) B type air unit. The Sea Glad misses the Heinkel B type air unit, but the He 111H4 air unit returns the Sea Glad air unit, which returns to base inoperative atop the deck of the Ark Royal aircraft carrier at sea hex 2818.

After all this the two LW air units on the naval strike air mission run the gauntlet of the combined 3 factor flack fire of the Fr pos flk unit (AA=1) in the Bergen hex and the AA from the BB TF Valiant (1 hit; AA=2) in the Bergen port. The Ju 87R D type air unit gets past the Allied flack shots, but the He 111H4 (S code) B type air unit from Oslo rolls a 2: an abort.

Finally, the Axis player rolls 4 dice on the “1” column of the Bombing Table (w/ a +1 modifier for being a D type) for the bombing attack of the Ju 87R air unit. The hard hitting Stuka dive bomber manages to roll a 5 and 6: good for 2 hits. Two separate random picks from the three Allied TFs for each hit come up with a hit for the CA TF Cruiser-1 and a hit on the BB TF Valiant (already w/ 1 hit). Afterwards all the Ju 87R D type air unit returns to base inoperative at the 3-cap permanent airfield at Norwegian coast hex 10B:3720. The He 111H4 air unit, however, is placed in the Germany Game Chart abort box.

But when the Axis player says that now the Allied player can go on to his 4th naval movement step, the irritated Allied player says “not so fast-change in plans-I’ve got in mind a naval strike air mission of my own.” But before doing the naval strike air mission the Allied player sends the Br CV TF Furious, escorted by the Fr CL TF Cruiser-1, from the Orkney Islands holding box to all-sea hex 10B:2630, each expending 5 MPs doing so. This combat naval group rolls a no contact on the DZC. Then the Allied player despatches the Br Skua (C code) DF type and the Br Sword 1 (VC code) A type FAA air units, both based at the Bergen airbase, on the naval strike air mission against the Ger B TF Schlesien naval unit at the Stavanger standard port hex (10B:3619).

First the two Br FAA air units on the naval strike air mission must endure the combined 3 factor flack shot of the LW 1-10 Mot Hv II I/611 (AA=2) in the hex along with the B TF Schlesien’s flack factor (AA=1). In each case the Axis AA firing is good, and both Allied air units are returned. The Skua air unit returns to the deck of the Glorious aircraft carrier still in the Orkney Islands holding box and the Sword 1 air unit lands inoperative on board the deck of the Furious aircraft carrier at 10B:2630. At this point the Br combat naval group at all-sea hex 2630, comprised of the Br CV Furious carrying the now inoperative Sword 1 (VC code) A type FAA air unit and the escorting Fr CL TF Cruiser-1 wheels about and spends 5 MPs moving back to the Orkney Islands holding box.

Finally, the other Br carrier naval group, located at 10B:2818, which has expended 18 MPs so far in the current naval movement step, also wheels about and moves WNW 12 MPs, ending its move at all-sea hex 10B:2529. Its first four MPs are at night movement. This Allied combat naval group is comprised of the following Br naval units:

  • BB TF Rodney
  • BC TF Renown
  • CV TF Ark Royal carrying the now inoperative Sea Glad (C code) F type FAA air unit.

4th Naval Movement Step

At the point city/minor port of Harstad (5c:0712), on the large Norwegian coastal isle of Hinn, the two Nor NTPs there finish disembarking their ground unit cargo onto the coast hex. Per the Naval Transport Costs Summary, in the Movement Phase the Nor 1-4 const X and the Br 0-5 lt AA II will each have 1 MP left, and the Fr 1-8 mtn art II will have 2 MPs remaining.

At the Norwegian point city/minor port of Bodo (5c:1218) above the B weather line, the Br LC-2 naval unit spends 30 MPs replenishing its fuel at this small port. Per Rule 34B3-Replenishment, light TFs and LCs can replenish a “a functioning port” rather than at “a functioning naval base,” as is required for heavy TFs and CVs.

At all-sea hex 10B:1608, in the Norwegian Sea, the combat naval group consisting of the Br BC
TF Repulse (1 hit) and the Br CL TF Cruiser-4 carrying the Br 0-1-5 Lt AA II 51 and the Br 0-5 Lt AA II 55 spends 15 MPs to finally move into the major port of Trondheim, where the Br CL TF Cruiser-4 then spends its remaining 15 MPs beginning to disembark there its ground unit cargo. The BC TF Repulse (1 hit) remains with it in the Trondheim port.

Also at the Trondheim reference city/major port hex is the Nor NTP carrying the embarked Nor 1-6 Inf III 3/Rl. The Nor NTP spends its 30 naval movement step movement allowance completely disembarking the Nor inf III at the coast hex. In the Movement Phase the Nor inf III will have 1 MP left.

At the major port of Bergen the Br CL TF Cruiser-3 spends 23 MPs to complete the disembarkation of the Br 0-1-5 Lt AA II 82 at the coast hex. In the Movement Phase this ground unit will have 1 MP remaining. Also in the Bergen dot city/major port hex is the Br BB TF Valiant (2 hits) and the Br CA TF Cruiser-1 (1 hit). All three Allied TFs remain at the Bergen port hex until the end of the current naval movement step.

Finally, the Br carrier naval group at 10B:2519 first rolls a 5 on the DZC. Then it spends 6 MPs moving into the Orkney Islands holding box.

Already the Allied presence at Bergen is becoming for them an unfavorable and bleeding battle of attrition and an increasingly risky burden. Its immediate superficial wargame advantage is that it detracts the Axis player from a speedy and strong advance towards Trondheim, the second Allied strong point in Norway in the EA game report. However, both major ports, geographically ensconced within the perimeters of narrow straits land barriers (fjords, coastal islands), are vulnerable to being cut off by Axis ground units from Allied access by sea. Both places can be subject to a Kriegsmarine naval blockade, and thus may become out of regular supply per SoS Rules, by Ger naval units blocking the narrows and protected to some degree by LW air cover and/or impassable (for Allied naval units) narrow straits. This turn the Allied player considers himself lucky to land the Br 0-1-5 lt AA II (AA=2) at the Bergen port hex. This risky and hazardous reinforcement was considered essential this turn for a prolonged Allied hold-out at the hex, but it was costly. In any event, just as was in the historical campaign, the only Norwegian map objective of primary WWII strategic importance is the Scandinavian ore exporting major port of Narvik. In this game it is currently in a firm Axis grip, being held by a stripped-down Ger 5-8* mtn XX along with a LW lt AA II (AA=1). Frankly, Bergen and Trondheim have already effectively detracted from the Allied recapture of Narvik, along with the mud in the A weather zone.

If the current Scenario were played past the May II 40 game turn, the Axis player would likely need to move his const III at Oslo to perhaps Stavanger in order to increase the airbase cap there, thereby basing additional LW air units closer to Bergen. They are needed first to help in battles to cut off the Bergen hex from the sea via the coastal islands, and then ultimately help take the Bergen hex with GS, all the while causing chronic air and naval losses to the Allied player in the Bergen vicinity by the appropriate air missions.

In possible future GE 1940 campaign scenario games encompassing the SoS Campaign for Norway/FoF/TFH, I suspect a diversion of LW assets from the English Channel zone, beginning on the Jul I 40 game turn (at least in terms of the old TFH Axis OB), to the SoS NTO zone in order to assist in the taking of Bergen and Trondheim, would not at all be a regretful distraction for the Axis side, unless one truly believes the 1940 Battle of Britain could somehow be decisively won by the Luftwaffe. Sending perhaps a second const III or X to Norway to build additional close-in airfields, along with a suitable swarm of Stukas, Heinkels and/or Junker 88s, and at least a Me 109E fighter unit, would likely turn stubborn Allied occupation efforts at Bergen and Trondheim into costly British sea port evacuation blunders. If the Royal Navy tarries in their evacuation of British forces from the two Norwegian major ports after the fall of France, they will likely become entrapped into an unfavorable aero-naval conflict along the remote Norwegian coastline without the use of close-in Hurricane and Spitfire fighter cover, which would probably be needed in southern England at the Channel. Close at the heels of an early (read: timely) British evacuation from Norway done shortly after the fall of France would certainly be the collapse of Norwegian morale.

5th Naval Movement Step

At the Trondheim major port the Br CL TF Cruiser-4 spends 15 MPs to finish the disembarkation of the Br 0-1-5 Lt AA II 51 and the Br 0-5 Lt AA II 55. Then it and the Br BC TF Repulse (1 hit) leave the Trondheim hex and spend their remaining 15 MP allowance voyaging westwards, ending their sea movement at hex 10B:1609, far out into the the Norwegian Sea. But when they leave the Trondheim hex the Br combat naval group rolls a 12 on the Danger Zones Chart (DZC). A random pick puts the Br BC TF Repulse (1 hit) in harm’s way for the subsequent die roll on the “1” column on the Naval Combat Table; and the die roll is a 1: a big miss.

At the dot city/major port of Bergen (10B:3016) the BB TF Valiant (2hits), the Br CA TF Cruiser-1 (1 hit), and the Br CL TF Cruiser-3 spend 23 MPs voyaging back to the Orkney Islands holding box. The first 10 MPs to all-sea hex 10B:2422 are done at night movement.  They roll a no contact on the DZC.

Ground Movement Sub-Phase

The Bergen Zone:

The first ground unit the Allied player moves is the Nor 1-6 Eng III 1 at mountain rail line hex 10B:3014. He moves it 2 hexes west down the transportation line to Bergen, where it spends its remaining 4 MPs repairing the rail hit there. I believe this turn the Allied player has a railcap of 2 on the Bergen rail marshaling yard rail subnet. This turn he has a railcap of 1 on the Trondheim rail marshaling yard rail subnet due to the successful rail marshaling yard air mission bomb hit done by the Axis player during his previous player turn.

Then the Nor 2-3-6* Mtn X 3, at the point city/minor port hex at Hauge (10B:3010) first spends 4 regular MPs moving two hexes to mountain rail hex 3112, where it boards a Norwegian train and rails to forest coast rail hex 10B:3015, just east of Bergen.

By the end of the movement phase the Allied force dispositions in the Bergen zone are as follows:

Bergen dot city/major port rough terrain rail terminus hex (10B:3016):

  • Nor 1-6 Eng III 1, moved in from 3014
  • Nor 2nd Inf XX HQ unit, never moved
  • Br 3-6 Inf X 24G, never moved
  • Br 0-1-5 Lt AA II 82 (AA=2); recently disembarked, never moved
  • Fr pos flk unit (AA=1), never moved

Forest rail coast hex 10B:3015, east of Bergen: Nor 2-3-6* Mtn X 3; first regular moved, then railed in to the hex; from Hauge (3010).

Double islet hex of Ask and Holsn at 10B:2917: Nor 0-1-8 Cav II 1Ak, admin moved across two narrow straits from 3015

Isle of Sorta at 10B:3017: Nor 1-6 Inf III 2/Vl, admin moved from 3114

Isle of Huftar at 10B:3118: Nor 1-6 Inf III 1/3Tm, admin moved across two narrow straits from 3015

Rough terrain mainland coast hex 10B:2815: Br 0-6 Marine Cmdo II IC, regular moved from Bergen

Clear terrain mainland coast hex at 10B:2816: Nor 0-1-8 Cav II Op, admin moved across two narrow straits from Isle of Sorta hex at 10B:3017

Mountain mainland coast hex 10B:3116: Nor 2-3-6* Mtn X 4, from Bergen

Clear terrain mainland coast hex, adjacent to Bergen, at 10B:3117: Nor 1-6 Inf III 4/9Hl, never moved.

Although the Bergen zone’s deployment offered here in the EA game report might not be the best, I’m thinking it accurately mirrors the vulnerable defense problems facing the Allied player in the present wargame situation. The May II 40 Allied move is being done “as if” the game were going to be continued beyond the May II 40 game turn. In this situation the Allied player feels he needs a Nor ground unit in each of the three coastal island hexes (Huftar, Sorta, Ask and Holsn) covering the open sea entry narrows into the Bergen port. A fourth Nor cav II guards the northern open sea entry narrows at the Norwegian mainland multiple narrow straits hex at 10B:2816. Meanwhile, the two stout Nor 2-3-6 * Mtn Xs guard the eastward interior approaches to Bergen from the mainland. One of them blocks a vulnerable southern flanking narrow straits hexside at 10B:3116. The Br 0-5 Marine Cmdo II is thrown in at the mainland peninsula hex 2815 to hopefully delay Axis penetration into this vulnerable northern flanking area.

The crux of the problem of the Allied defense at both Bergen and Trondheim in the end-time of the current SoS Campaign for Norway Scenario is in the “naval element” of Allied supply in Norway. Rule 12B4-Naval [Element of Supply] says “the naval element of a supply line…may start at any functioning friendly owned port and be traced…[overseas to a regular supply source].” In our situation the Axis player, per Rule 30A4-Functioning [Ports], can make either Trondheim or Bergen a non-functioning port, and therefore not an Allied supply source, if “…a hypothetical [Allied] naval unit at the port would not be able to move from the port to the open sea.” Rule 28A2-Restrictions on Naval Movement” says “a naval unit may not move through narrow straits unless the hexes on both sides are friendly owned.” Bergen’s “open sea” entrances to the North Sea through the off-shore Norwegian coastal islands and the westward jutting mainland peninsulas west of it and Trondheim’s “open sea” entrance to the Norwegian Sea through its long and meandering fjord are each laced with narrow straits hexsides.

The Trondheim Zone:

At Trondheim the Nor 1-4 Const X 2L reinf spends its 4 MPs repairing the rail hit at the hex .

Next the Nor 1-6 Mtn III 5/12ST at forest rail hex 10B:2901 first spends 3 MPs demolishing the rail line in the hex (per Optional Rule 44B7), then regular moves 1 transportation line hex to mountain rail hex 10B:2832, where it boards a Norwegian train and rails 4 hexes to woods rain junction hex 10B:2502.

After this the Nor 1-6 Mtn III 5/13NT at mountain rail hex 10B:2704 spends 3 MPs demolishing the rail line in the hex, then regular moves 3 transportation line hexes to woods rail junction hex 10B:2502.

From Trondheim (5C:2432), the recently disembarked Nor 1-6 Inf III 3/Rl admin moves 2 transportation line hexes to woods rail junction hex 10B:2502.

The Nor 5th Inf (Mtn) XX HQ unit at mountain rail hex 10B:2603 first spends 3 MPs demolishing the rail line in the hex, then regular moves 2 transportation line hexes to woods rail junction hex 10B:2502. At the end of the movement phase this Nor mtn XX HQ unit, the two Nor 1-6 Mtn IIIs 5/12ST and 5/13NT, and the Nor 1-6 Inf III 3/Rl all assemble into the Nor 4-6 Mtn XX 5.

Although the southern sector of the Trondheim zone is superficially menaced by two “short and thin” columns of German ground units advancing northwards along the two Norwegian railways converging towards Trondheim, the Allied defense situation is likely now critical in this war zone. The ability in SoS to use rail movement the same turn that rail hexes are brought into friendly control and the two Ger mtn IIIs and their HQ unit in the vicinity allow for the dangerous possibility of either outflanking an Allied line too close or else concentrating Axis units for an attack against a weak forward Allied unit.

And that’s not all. The fact is that the Trondheim major port/naval base/Allied regular supply source is apparently more vulnerable to quickly becoming a non-functioning port/base than is the port/base of Bergen. Thus this turn the consequential Allied “strategic retreat” towards Trondheim becomes very close to a full-fledged rout. Upon reflection, the Allied player frankly regrets sea transporting earlier this turn the two Br lt AA IIs from Britain to Trondheim, in Norway.

The two Br 2-6 Inf Xs 146 and 148 both admin move from 10B:2804 to the point city/standard port of Kristiansund, at the clear terrain unnamed double islet hex at 10B:2206. The road leading from the Norwegian mainland to this double islet hex (where Kristiansund is located) is evidently akin to a “road causeway,” as there is no narrow straits symbol in conjunction with the road passing over the single all-sea hexside, as is the case at Harstad (5C:0712) on the isle of Hinn. In the EA game reported case, this transportation line here will be treated like a causeway per Rule 37A1-Causeways, where it says “ground units treat such a hexside as a narrow straits hexside for all movement and combat purposes.”  Knowing the end-times of the Norwegian campaign are at hand, these two Br inf Xs go here rather than falling back towards Trondheim in order to more likely be evacuated by sea transport and also to maybe force the Axis player to split his drive northwards in Norway.

At the end of the movement phase the following Allied forces are at the Trondheim hex (5C:2432):

  • Norwegian government marker
  • Nor 1st Inf XX HQ unit, from 10B:2804
  • Nor 1-4 Const X 2L; reinf, never moved
  • Pol 3-2-6 Inf X CN, never moved
  • Br 0-1-5 Lt AA II 51 (AA=2); recently disembarked, never moved
  • Br 0-5 Lt AA II 55 (AA=1); recently disembarked, never moved
  • Fr 0-6 AT II 14, never moved

Fr 2-1-6 Inf III 13LE Note: This unit, which began the turn at Trondheim, first spends 1 MP moving to adjacent clear terrain coast rail hex 5C:2431, where it spends 3 MPs to place a hit marker on the 1-cap permanent airstrip placed there at-start. The airstrip is subsequently removed from the map. The Fr inf III then spends a MP returning to the Trondheim hex.

operative Nor C.V A type air unit.

Perhaps symbolic of the doomed situation hanging over the Allied position in the Trondheim zone is the movement of the Br 2-6 Inf X 15 and the Br 1-8 Mtn Art II 51, both beginning the turn at the Trondheim hex. These units spend 1 MP moving together to stack at adjacent woods coast/narrow straits rail hex 5C:2433, where the Br 2-6 Inf X spends an additional 4 MPs in the hex demolishing the bridge crossing over the unnamed river hexside at their rear.

To be sure, the Allied player is counting on the Axis player in his hypothetical Jun I 40 Axis turn not being able to somehow gain hex control of rough terrain coast/narrow straits hex 10B:3202, where is also found an intrinsic Nor CD with a strength of 2. On the following hypothetical Jun I 40 Allied turn the Allied player would certainly be intent on doing a major sea transport evacuation of possibly up to three Western Allied REs presently at the Trondheim port hex. On the Jun II 40 Allied turn it will certainly be too late for the Allied player to sea evacuate from Trondheim.

The Narvik Zone:

With the Allied strategic situation worsening in the Trondheim and Bergen zones, the wargame activities in the remote Narvik zone are mostly inconsequential. Everything the Allied player has done here is evidently a turn or two too late. For example, the Fr mtn art II should have been sea transported up here initially, rather than later. The two primo Fr mtn IIIs return to the port of Halstad in order to be possibly evacuated on the hypothetical Jun I 40 Allied turn, pending the outcome of events in the more critical Bergen and Trondheim zones. Similarly, with all prospects of an Allied attack against the Axis held hex of Narvik dashed, the Nor ski X returns to Bodo, in order to protect the port and/or perhaps venture south, if needed down there as a blocking unit for straggling Western Allied units possibly fleeing northwards from Trondheim, when it becomes untenable. It is likely that on a hypothetical Jun I 40 Allied turn the Norwegian government marker would again need to be moved, this time from Trondhiem to likely Bodo. In a fully worked extended Campaign for Norway Scenario there might be some additional tweaking done for the Morale and Unit Surrender clauses (Rule 38A) as they might relate to Norway in a similar situation like what is apparently happening in the EA Scenario game report.

At the end of the movement phase the Allied force dispositions in the Narvik zone are as follows:

Mountain coast road hex 5C:0910 (next to Narvik): Nor 2-3-6* Mtn X 6, never moved

Halstad point city/minor port road terminus/narrow straits wooded rough terrain coast hex 5C:0712, on the isle of Hinn:

  • Fr 2-8 Mtn III 27CA, admin moved from 0911
  • Fr 2-8 Mtn III 5CA, admin moved from 0712
  • Nor 1-4 Const X 1L, recently disembarked, never moved
  • Br 0-5 Lt AA II 56 (AA=1), recently disembarked, never moved
  • Fr Mtn Art II 2CA, recently disembarked, never moved

Bodo point city/minor port road terminus hex 5C:1217:

  • Nor 2-3-6* Ski X 6, admin moved from 1116
  • Br LC-1 naval unit, never moved
  • 1 Allied mine point sown off-shore “at sea.”

Norwegian Sea:

At all-sea hex 10B:1609:

  • Br BC TF Repulse (1 hit)
  • Br CL TF Cruiser-4.

Orkney Islands holding box:

  • 0-1-4 Fortress X RMFU
  • Br BB TF Rodney
  • Br BB TF Valiant (2 hits)
  • CV TF Ark Royal carrying the inoperative Sea Glad (C code) F type FAA air unit
  • CV TF Furious carrying the inoperative Sword 1 (VC code) A type FAA air unit
  • CV TF Glorious carrying the inoperative Skua (C code) DF type FAA air unit
  • Br BC TF Renown
  • Br CA TF Cruiser-1 (1 hit)
  • Br CL TF Cruiser-3
  • Fr CL TF Cruiser-1.

Allied Game Chart Replacement Pool:

  • Br 5-pt CA TF Cruiser-2 (5 hits)

Allied Game Chart Aborted Air Units Box:

  • Glad (*) F type air unit.

Exploitation Phase

1st Naval Movement Step

At hex 10B:1609, in the midst of the Norwegian Sea, the Br CL TF Cruiser-4 and the Br BC TF Repulse (1 hit) first roll a no contact on the DZC, then spend 29 MPs moving into the Orkney Islands holding box. The Br combat naval group takes care to swing northwards around the Shetland Islands, thereby deliberately avoiding the reaction zones of the Kriegsmarine TFs in the ports of Stavanger and Haugesund, on the SW coast of Norway.

2nd through 5th Naval Movement Steps

All Allied TFs/naval units have replenished their fuel during the current Allied turn, so there is no need to replenish any of them during the current naval movement sub-phase. Searching for the end of the Campaign for Norway Scenario game report, the Allied player keeps his fleets anchored in the Orkney Islands holding box.

Ground Movement Sub-Phase (c/m units only)

The Allied player has no c/m ground units in Norway to move. Neither side wants to conduct air transfer missions during the current phase. Neither side has any CAP missions to land. The wargamer concludes the Scenario is over.

May II 40 Axis Turn

Initial Phase

For the last game turn the Axis player rolls a 3 on the SoS provided GE Weather Table. This means clear weather in zones B and C and continued mud weather in zone A. Sea conditions remain calm.

Both sides’ forces and airbase hexes appear to be in supply. All ports are functioning.

Per the German North Theater 1940-1945 Europa OB, which begins on p. 45 of the SoS OB booklet, the two Ger 1-10 Mot MG IIs 4 and 14 are transferred to Greater Germany this turn. They are presently in the Northern Germany holding box. The Axis player wonders if he should have been more aggressive with these two motorized ground units and should have somehow managed to ship them over to southern Norway. If nothing else they could have perhaps aided in gaining control of some transportation line hexes. In any event they are withdrawn from the holding box in the initial phase.

The Axis player spends an ARP to bring back the aborted Ju 52 T type air unit and places it at the Kiel partial city hex airbase (13A:1421). Also in this hex is the B TF Schlesien naval unit, an unused Ger 1 factor mine point, and a resource point. The other available resource point is in the Northern Germany holding box.

Utilizing Rule 35A-[Naval] Regrouping, the Axis player removes one surviving strength point from both the BC TF Gneisnau (3 hits) and the BF TF Luzow (2 hits) and adds them to the CA TF A. Hipper (2 hits), thereby removing the A. Hipper’s two hits. The Lutzow and Gneisnau TFs are subsequently removed from play and placed in the German replacement pool. All three affected Kriegsmarine naval units start this initial phase in the Northern Germany holding box. Despite the fact that all the heavy TFs of the German navy are either severely damaged from sea battles or resting at the bottom of the Norwegian Sea, despite the fact that evidently per the SoS VP schedule the Axis side is well ahead in VPs, there are still serious and risky war tasks demanded of the Kriegsmarine in the Scenario.

At the end of the intial phase the Northern Germany holding box contains the CA TF A. Hipper (now w/ no hits), the CL TF Cruiser-1, the two DD TFs Flotillas-1 and -2, a LW pos flk unit (AA=1), and a resource point. Half a resource point is stored at the holding box. At the Sylt holding box is an at start LW pos flk unit (AA=1).

Since no airbases on either side are stacked in excess of the base’s capacity, all on-map air units are operative by the end of the initial phase.

Neither side flies CAP air missions in the initial phase; nor does the Allied player fly any harassment air missions. However, the Allied player assigns the operative Sword 1 (VC code) A type FAA air unit aboard the CV TF Glorious at all-sea hex 10B:1608 on the sea patrol air mission.

The Axis player has an elaborate amphibious assault operation planned for this turn. But its very elaborateness and untimeliness, coming at the last game turn, certainly also contribute to its undoing. And so only a small fragment of the larger envisioned operation will be attempted. The complete Axis plan will be outlined in this report so as to describe for any interested EA readers what might be done in Campaign for Norwayscenarios at this late stage in the game.

Each player turn, perhaps using a standard letter envelope with a piece of paper inside of it, both players might go through the motions of planning sp ops, whether actually having a particular sp op written down or not. This keeps the threat of sp ops a reality and seems to be one way of fulfilling the requirements of Rule 24C-Planning and Preparation, which is stipulated per the SoS rules for both airborne and amphibious sp ops.

For his amphibious sp ops planned for this turn, the Axis player has the following information written on his amphibious operation planning sheet:

Sp Ops Data for the May II 40 Axis turn:

  • unsupported 2-6 Inf III breakdown lands at Kristiansand hex 10B:2206; breakdown of the 6-6 Inf XX 214
  • unsupported 2-6 Inf III breakdown lands at Alesund hex 10B:2310; breakdown of the 6-6 Inf XX 214
  • unsupported 1-6 Inf III breakdown lands at Hauge hex 10B:3010; breakdown of the 6-6 Inf XX 214.
  • unsupported 2-6 Inf III breakdown lands at the double islets of Ask and Holsn hex 10B:2917; breakdown of 6-6 Inf XX 170
  • unsupported 2-6 Inf III breakdown lands at isle of Sorta hex 10B:3017; breakdown of 6-6 Inf XX 170
  • unsupported 1-6 Inf III breakdown lands a isle of Huftar hex 10B:3118; breakdown of 6-6 Inf XX 170.

Both the Ger 170th and the 214th Inf XXs are located at major ports on the Danish peninsula.

It is unclear to me right now if the specific unsupported unit breakdown designations need to be specified in the amphibious sp op advanced planning document. I definitely believe the identity of the division to be broken down needs to be listed, in order to be sure that the rest of the unit’s sp op Rule 24C requirements have been met. In any event, one or both of the two German infantry divisions may not need to be broken down into the appropriate unsupported divisional breakdown units until the start of the Axis movement phase of the special operation, whereas the formal planning of the amphibious sp op must be done in the initial phase of the prior Axis player turn.

The presence of the powerful British combat naval group in the Norwegian Sea at 10B:1608, replete with a potent aircraft carrier force, effectively scotches the amphibious sp ops of the broken down Ger 214th Inf XX’s unsupported regimental units in that Norwegian coastal zone. Moreover, the presence of the Nor 2-3-6* Mtn X 3 at the point city/minor port Hauge hex at 10B:3010 puts a drop dead stop to any amphibious landing at this mountain coast hex.

The presence of the Nor 0-1-8 Cav II 2 OP at the Sorta island hex 10B:3017, along with the 3 strength point CD at the adjacent Bergen hex (3016) to the east makes the landing here a very risky venture. The Nor cav II can do an amphibious reaction movement across the narrow straits hexsides to the coastal islets on either side of it per Rule 32D-Enemy Reaction. Finally, the amphibious landing at the double islet hex of Ask and Holsn at 0B:2917 is within the 15 sea hex reaction range of the non-phasing British combat naval group to the north at 1608, therefore inviting its quite unwelcome arrival at the scene.

By the way, the Allied player has an amphibious sp op planned for his May II 40 player turn.

Movement Phase:

1st Naval Movement Step

At the start of the movement phase the 6-6 Inf XX 170 at Aalborg in the Danish Protectorate breaks down into its three unsupported Inf IIIs D and its Inf XX D HQ unit.

Three Ger NTPs spend 30 MPs embarking the 6-6 Inf XX 214 at the dot city/major port hex of Aahrus at 13A:0616, in the Danish Protectorate. The fourth Ger NTP spends 30 MPs embarking the D Inf XX HQ unit at the reference city/major port hex of Aalborg at 10B:5115, a little farther north up the Danish peninsula.

The B TF Schlesien spends 30 MPs embarking the 1 strength mine point stored at the partial major city/major port hex of Kiel at 13A:1421, in Greater Germany.

The remaining remnants of the Kriegsmarine form into a combat naval group and leave the Northern Germany holding box, using the Kaiser Wilhelm Canal to enter the Baltic Sea, and spend 23 MPs voyaging to and entering the major port of Aalborg. There at Aalborg the DD TF Flotilla-2 spends the remaining 7 MPs of its naval movement step allowance beginning to embark the unsupported 1-6 Inf III D. The DD TF Flotilla-1 and the CL TF Cruiser-1 both spend 7 MPs beginning to embark the two unsupported 2-6 Inf IIIs D, respectively. For the time being the CA TF A. Hipper rests idle at port, her sailors ashore perhaps wondering if this might be their last time on land alive, the next time ashore perhaps being to come rest in their graves.

2nd Naval Movement Step

The combat naval group at the major port of Aalborg spends 23 MPs completing the embarkation of their ground unit cargo. Then this naval group, along with the NTP also in the port loaded with the D Inf XX HQ unit, lifts anchors and spends its remaining 7 MPs sailing in a northerly direction, beginning to arc around Denmark, and ends the naval movement step at coast hex 10B:4913, at the northern pointy tip of the Danish peninsula. The B TF Schlesien, now carrying its cargo of 1 mine point, leaves the port of Kiel and sails northwards through the Danish archipelago and ends its naval movement step at this same Danish coast hex. Finally, this converging naval group is joined by the three Ger NTPs carrying their inf XX embarked at Aahrus, the whole contingent combining into a mixed naval group comprised of the following forces:

  • CA TF A. Hipper
  • B TF Schlesien carrying 1 mine point
  • CL TF Cruiser-1 carrying the 2-6 Inf III D
  • DD TF Flotilla-1 carrying the 2-6 Inf III D
  • DD TF Flotilla-2 carrying the 1-6 Inf III D
  • 3 Ger NTPs carrying the 6-6 Inf XX 214
  • 1 Ger NTP carrying the D Inf XX HQ unit.

3rd Naval Movement Step

The large Axis mixed naval group at sea at northern Danish coast hex 10B:4913 voyages northwestwards in the Skagarrak and enters the Atlantic Sea Zone at all sea hex 10B:4518. There it rolls a 7 on the Danger Zones Chart. The naval group then proceeds into the North Sea, expending a total of 20 MPs moving to all-sea hex 10B:3320, one hex west of the point city/standard port of Haugesund at hex 3319, on the SW Norwegian coastline in between Bergen and Stavanger. Next the Axis player sends the Me 109E F type air unit based at the 3-cap permanent airfield at Norwegian coast hex 10B:3720 on the CAP air mission over Haugesund hex at 3319.

From all-sea hex 10B:3320 the DD TF Flotilla-2 carrying the 1-6 Inf III D and the CA TF A. Hipper break off from the main naval group and spend 5 more MPs to move into the Norwegian sea isle hex of Huftar, at 10B:3118. There the DD TF Flotilla-2 expends its remaining 5 MPs of the current naval movement step beginning to amphibiously disembark the unsupported Ger 1-6 Inf III D onto the enemy controlled island hex; the CA TF A. Hipper stands by in the Huftar island hex as an escort.

The rest of the main German naval group at all-sea hex 10B:3320 spends 2 MPs to enter the Haugesund standard port hex at 10B:3319. Here the B TF Schlesien spends 5 MPs sowing its 1 mine point off-shore “at sea” and then (presumably) needs to spend an additional MP to actually enter the standard port of Haugesund, there joining the rest of the Axis mixed naval group, which already is inside the port of Haugesund. While the Schlesien TF was busy sowing its mines off-shore, in the Haugesund port the rest of the cargo-carrying naval units of the naval group each spend 8 MPs beginning to disembark their ground unit cargo in the Haugesund hex. Overhead the Me 109E fighter air unit on the CAP mission watches for Br Skuas from the Ark Royal at Norwegian Sea hex 10B:1608, perhaps opting to fly the naval strike air misison to the Haugesund port hex. All the naval units, including the B TF Schlesien, that eventually enter the Hauesund port hex remain there until the end of the naval movement step.

4th Naval Movement Step

The Ger DD TF Flotilla-2 carrying the 1-6 Inf III D, still escorted by the CA TF A. Hipper, spends its entire 30 MP naval movement step allowance continuing to amphibiously disembark its ground unit cargo onto the enemy controlled island island beach hex at Huftar (3118). Per the SoS Naval MP Cost Summary it will take 90 MPs to complete the amphibious disembarkation; at the end of the current naval movement step the subtotal is up to 35 MPs. Per Rule 32A-[Amphibious] Disruption, the disruption die roll will be done “after disembarkation, but before enemy reaction….” Evidently per Rule 32D-Enemy Reaction, the Nor 0-1-6 Cav II 2 Op at the adjacent Norwegian coast isle hex of Sorta at hex 3017, which hex has a narrow straits hexside linking it to both the Huftra island hex and Bergen, can attempt a Success Table enemy reaction attempt die roll after the Axis Disruption die roll, and if the attempt is successful can then move 1 MP or move one overland hex (ie., across one of the narrow straits hexsides) somewhere.

The German naval units with ground unit cargo in the Haugesund standard port hex each spend 22 MPs to finish disembarking their ground unit cargo. Per the SoS Naval Transport Costs Summary these disembarked Ger infantry units have 1 regular MP remaining for the upcoming movement phase. After disembarking their cargo at Haugesund the four Ger NTPs are removed from play. The rest of the naval group in the Haugesund hex remains there until the end of the naval movement step.

5th Naval Movement Step

The Ger DD TF Flotilla-2 carrying the 1-6 Inf III D spends another 30 MPs continuing to amphibiously disembark its ground unit cargo at the enemy controlled Huftar island hex at 3118. By the end of the current naval movement step/naval movement sub-phase the amphibious disembarkation subtotal is up to 65 MPs. The CA TF A. Hipper remains on guard, perhaps useful for taking the hit in case of a bad Danger Zones Chart dice roll. In both this naval movement step and in the preceding one the small Ger combat naval group in the Huftar isle hex rolls a no contact on the Danger Zones Chart.

The reconstituted combat naval group in the Haugesund hex leaves the port and voyage southwards, leaving the south edge of game map E10B (SW) at all-sea hex 5123 on their 20th MP. At the end of the naval movement step this Axis combat naval group is off-map, four MPs away from entering the Northern Germany holding box.

Ground Movement Sub-Phase

The first thing the Axis player does in his movement phase is rail the resource point at Kiel (13A:1421) to the 3-cap permanent airfield at Danish coast hex 10B:5014. Next he rails the other resource point located in the Northern Germany holding box to the reference city airbase at the adjacent Aahrus hex at 5115. Then the Mxd (F code) T type air unit based at Aahrus air transports the resource point there to the Oslo airbase. It returns to base at Aahrus, landing inoperative there. Then the recently replaced Ju 52 T type air unit based at Kiel stages to the 3-cap permanent airfield at Danish coat hex 5014 and air transports the other resource point recently railed there also to the Oslo airbase. The Ju 52 transport air unit returns to base at the 3-cap airfield at 5014 on the NE Danish coastline.

This turn in the Nazi controlled portion of southern Norway the Axis player has a “captured” Scandinavian rail net rail cap of 2: ½ each for the captured standard port rail marshaling yards at Stavanger and Kristiansand and 1 for the captured major port rail marshaling yard at Oslo. All three Axis controlled rail marshaling yards are joined by a contiguous line of Axis controlled rail lines. On this last turn of the Campaign for Norway Scenario the Axis player can now, per Optional Rule 44B2-Temporary Rail Capacity Increase, double his “captured” Scandinavian rail cap by expending the two recently air transported resource points at the Oslo rail marshaling yard hex. He does so and then removes the two resource points just landed at the Oslo hex.

Next the Ger 0-1-5 Const III 6 at the Oslo hex spends 4 MPs to repair the hit on the rail line there. There is still a hit on the 6-cap Oslo airbase.

The recently disembarked 6-6 Inf XX 214 at the Haugesund point city hex 3319 spends it remaining 1 MP to regular move to adjacent clear terrain coast road hex 3318, where its divisional ZOCs extend across the narrow straits hexsides there to the Bolmo island hex 3218 and the double isle hex of Tysnes and Stord, both in 3217. In the same manner the two narrow straits hexsides to the other coastal isle of Karm, at 3419 to the SW, are now also in Axis control.

The 3-10 Mot Inf X 11 at mountain coast road hex 10B:3212 spends 6 MPs to cross the mountain hexside to adjacent mountain coast rail (to Bergen) hex 3112. From there it spends 3 regular MPs moving eastwards down three Allied controlled rail (to Bergen) hexes to rough terrain rail hex 3312, and then double backs down the coast road to mountain hex 3213, ending its move there.

In conjunction with the maneuver of the 3-10 mot inf X, the wint 2-6 Inf III E way down at the Skagerrak coast port of Fredrikstad, at 4309, spends exactly 1 regular MP railing 7 hexes to woods rail (to Bergen) hex 3709. From there it spends its remaining 5 regular MPs going down the Allied controlled rail hexes to mountain rail hex 3311, ending its move there. In this manner the Axis player gains hex control of the rail line from Oslo to rail hex 3112, five rail hexes east of Bergen (3016).

In a difficult decision the Axis player decides to regular move the 3-8 Mtn III A at woods rail hex 3705 eight rail hexes NW to mountain rail hex 2906, thereby evidently lunging as far forward as possible into Allied controlled Norway and gaining hex control of 7 rail hexes leading eventually towards Trondheim.

The 1-8 Art X 109 at woods rail hex 4005 first regular moves three rail hexes to woods rail hex 4104, at the Swedish-Norwegian border. Then it reverses direction and marches northwards to woods rail junction hex 3603, which has a rail hit marker on it.

After some initial pondering and figuring, the Axis player sends the Me 110C1 F type air unit based at the Oslo hex on the CAP air mission to forest rail hex 10B:3002, overhead the Nor 0-1-6 Cav II 3Tdl. Next the other 3-8 Mtn III A breakdown unit at woods rail hex 4004 rails four hexes to woods rail hex 3703, one hex south of the 1-8 Art X 109 at 3603, stacked atop the rail hit marker. The mtn III then regular moves 7 hexes North to forest rail hex 3103, just south of the Nor 0-1-6 Cav II 3 Tdl at forest rail hex 3002. After this the A Mtn XX HQ unit at the Oslo hex uses a combination of rail and regular movement to eventually arrive at forest rail hex 3103, there joining the recently arrived 3-8 Mtn III A. Finally, the wint 2-6 Inf III F at woods coast rail hex 4008, way down south on the Oslofjord, uses a similar combination of rail and regular movement to also arrive at forest rail hex 3103, stacking together with the mtn III and the mtn XX HQ unit. This accounts for all four of the Axis player’s rail cap this turn in southern Norway.

By the end of the Axis movement phase the Axis force dispositions in the Scenario are as follows:

Forest rail hex (to Trondheim) 10B:3002:

  • Me 110C1 F type air unit flying the CAP air mission over the hex. Below it in the hex is the Nor 0-1-6 Cav II 3Tdl.

Forest rail (to Trondheim) hex 10B:3103:

  • A Mtn XX HQ unit; railed from Oslo hex, moved across the rail hit, then railed again
  • 3-8 Mtn III A; railed from woods rail hex 4004, then regular moved across the rail hit
  • wint 2-6 Inf III F; railed from woods coast rail hex 4008, then moved across rail hit

Woods rail junction hex 10B:3603 (w/ rail hit marker): 1-8 Art X 109, regular moved in from 4005

Mountain rail (to Trondheim) hex 10B:2906:

  • 3-8 Mtn III A, regular moved in from woods rail hex 3705
  • 1-10 Mot MG II 13; admin moved all the way from rough terrain hex 3607, across the narrow straits lake hexside
  • G wint Inf XX HQ unit, admin moved from Oslo along the rail line
  • wint 2-6 Inf III G, admin moved from Oslo along the rail line
  • wint 2-6 Inf III G, admin moved from wooded rough rail hex 3805
  • wint 1-6 Inf III G; admin moved from woods rail hex 3606 across the narrow straits lake hexside
    Note: at the end of the movement phase the components of the G wint Inf XX reassemble into the wint 6-6 Inf XX 196

Forest rail (to Trondheim) hex 10B:3006:

  • wint 2-6 Inf III F, admin moved from clear terrain rail hex 3906

Mountain road (to Hauge) hex 10B:3109: wint 1-6 Inf III F: regular moved from 3606

Mountain coast road (to Haugesund) hex 10B:3212:

  • wint F Inf XX HQ unit, admin moved all the way from Oslo
  • wint 2-6 Inf III E, admin moved from woods rail hex 3709

Mountain rail (to Bergen) rail hex 10B:3311:

  • wint 2-6 Inf III E; railed to woods rail hex 3709, then regular moved westwards along the rail line into the hex; began turn at Fredrikstad at 4309

Mountain coast road (to Haugesund) hex 10B:3213:

  • 3-10 Mot Inf X 13; regular moved 10 hexes to here, began turn at 3212

Mountain road (to Haugesund) junction hex 10B:3415:

  • 2-1-10 Pz II 40, admin moved from rough terrain hex 3607
  • LW 1-10 Mot Inf II GG, moved from Haugesund (3319)

Isle of Huftar at hex 10B:3118:

  • CA TF A. Hipper
  • DD TF Flotilla-2 amphibiously disembarking 1-6 Inf III D

Clear terrain coast road (to Haugesund) hex 10B:3318:

  • 6-6 Inf XX 214; disembarked at Huagesund, then regular moved one hex east on the road

Haugesund, at clear terrain point city/standard port road terminus hex 10B:3319:

  • two 2-6 Inf IIIs D, disembarked this turn
  • D Inf XX HQ unit, disembarked this turn
  • 1 Ger mine point sown off-shore at sea
  • Me 109E F type air unit on the CAP air mission over the hex

Mountain road hex 10B:3615: LW 1-10 Mot HV AA II I/32; admin moved from 3720. Note: This unit had to use a roundabout route using the road from 4011 to 3615 for the admin movement because the stretch of transportation line hexes from 4215 to 3715 is still Allied controlled.

Stavanger, at clear terrain reference city/standard port rail terminus hex 10B:3619:

  • 1-6 Inf III C, never moved
  • LW 1-10 Hv AA II I/611; reassembled this turn from the LW pos flk unit at Stavanger and the LW 0-8 Lt AA III I/611 beginning the turn at 3720
  • operative Ju 87R D type air unit

Clear terrain coast rail hex 10B:3720 (w/ an at start 3-cap permanent airfield):

  • C Inf XX HQ unit, moved in from adjacent Stavanger
  • two operative He 111H4 (S code) B type air units

Egersund, at rough terrain point city/minor port rail coast hex 10B:4019:

  • 1 Ger mine point sown off-shore at sea

Wooded rough terrain coast rail hex at 10B:3908, next to Oslo (w/ 1-cap permanent airstrip):

  • operative Me 109E F type air unit

Oslo, at partial city/major port rail hex 10B:4007:

  • 0-1-5 Const III 6, never moved
  • wint Inf III E, moved from woods rail hex 3810
  • operative He 111H1 NB type air unit
  • operative He 111H4 (S code) B type air unit
  • one hit on the airbase

Clear terrain coast rail hex at 10B:5014 in NE Denmark (w/ 3-cap permanent airfield):

  • two LW pos flk units (each w/ AA=1), railed in from Sylt and Northern Germany holding boxes
  • operative He 115B (SF code) B type air unit
  • inoperative Ju 52 T type air unit

Aalborg, at clear terrain reference city/major port coast rail hex 10B:5115, in NE Denmark:

  • wint F Inf XX HQ unit, never moved
  • wint 6-6 Inf XX 198, moved in from Aahrus (13A:0616)
  • inoperative Mxd (F code) T type air unit

Off-map, 4 sea MPs away from entering the Northern Germany holding box:

  • B TF Schlesien
  • CL TF Cruiser-1
  • DD TF Flotilla-1

German Replacement Pool:

  • BC TF Schrnhrst
  • BC TF Gneisnau
  • BP TF Lutzow
  • CA TF Blucher
    Note: these tally to a total of 14 hits.
  • Two (isolated) 2-6 Inf IIIs C

Combat Phase

The Axis player does one attack this turn. The Axis stack at forest rail hex 10B:3103 comprised of the A Mtn XX HQ unit, the 3-8 Mtn III A, and the wint 2-6 Inf III F attacks the Nor 0-1-6 Cav II 3Tdl at adjacent forest rail hex 3002, to the north. Evidently the LW Me 110C1 F type air unit flying the CAP air mission over the Norwegian defenders’ hex keeps away an Allied DAS mission by the Nor C.V A type air unit based at Trondheim (5C:2432), certainly escorted by the Br Glad F type air unit based at the 1-cap permanent airstrip in the hex (2431) adjacent to Trondheim. In our situation the Axis player rolls for a 9 to 1 -2 (for the forest) attack and comes up with a 5: DE. The Nor cav II is placed in the Norwegian replacement pool and the wint 2-6 Inf III F moves into hex 10B:3002 after combat.

Exploitation Phase

1st Naval Movement Step

We will review for a moment the large Br combat naval group currently in the Norwegian Sea at 10B:1608, six hexes north of the Norwegiancoastal islet of Otr (2208). This non-phasing Allied naval group at sea has rolled four “no contact” dice rolls on the Danger Zones Chart (DZC) at the start of the previous 5 naval movement steps of the Movement Phase of the current Axis player turn. On one naval movement step the DZC dice roll is a 12. The subsequent random pick of the 6 TFs comprising the combat naval group comes up with the 2-pt CV TF Glorious, carrying the Sword 1 (VC code) A type FAA air unit, as the affected naval unit. The subsequent Axis player die roll on the “1” column of the Naval Combat Table is a 5, perhaps a “close shave” for the Royal Navy carrier. This current naval movement step the Br combat naval group rolls a 5 on the DZC: no contact.

The off-map Kriegsmarine combat naval group comprised of the B TF Schlesien, the CL TF Cruiser-1, and the DD TF Flotilla-1 spends 4 MPs to enter the Northern Germany holding box. There the three naval units spend the remaining 26 MPs of the current naval movement step beginning to replenish their fuel for the first time during the current Axis player turn. Since it is off-map for its movement I believe no DZC dice roll is required for it.

Meanwhile, back at the Allied controlled Norwegian coastal isle of Huftar at 10B:3118, the DD TF Flotilla-2 spends 25 MPs finishing the amphibious disembarkation of the 1-6 Inf III D at the island beach hex. The CA TF A. Hipper is also in the hex, witnessing the whole operation. At the start of the naval movement step this combat naval group rolls a 4 on the DZC.

After its disembarkation the Ger 1-6 Inf III D does its Disruption Table die roll, using a -3 modifier for not being “amphibious capable.” The roll is a 5, which modifies to a 2: No Effect. The relieved and perhaps wet-legged German infantrymen certainly happily wade ashore intact. But then comes the enemy reaction die roll on the Success Table for the Nor 0-1-6 Cav II 2 Op, located at the adjacent Sorta island hex at 3017, connected to the isle of Huftar by a narrow straits hexside. The Allied player rolls a 4: failure, and so the Nor cav II remains where it is for now. In any event the Nor cav II would, in our situation here, have remained where it was.

Finally the small Axis naval task force at in the Huftar island hex bids farewell to the disembarked Ger infantry III now in control of the island beach and spends its last 5 MPs of the naval movement step sailing south, ending its naval movement at all-sea hex 10B:3521, in the North Sea by the Norwegian coastline between Stavanger and Haugesund.

2nd Naval Movement Step

At the Northern Germany holding box the B TF Schlesien, the CL TF Cruiser-1, and the DD TF Flotilla-1 each spend 4 MPs finishing their fuel replenishments.

The small Ger combat naval group at all-sea hex 10B:3521, 2 hexes WNW of Stavanger (3619) first rolls a 9 on the DZC, then spends 16 MPs sailing southwards to all-sea hex 10B:5123. From here on its next naval MP it exits the south edge of the Scenario game maps and spends its remaining 14 MPs of the naval step marking off the MP requirement to enter the Northern Germany holding box. It ends the current naval movement step off-map with 1 MP to go before entering the holding box.

3rd Naval Movement Step

The CA TF A Hipper and the DD TF Flotilla-2 spend 1 MP to enter the Northern Germany holding box and there spend the remaining 29 MPs of their naval movement step allowance almost completely replenishing its fuel for the first time during the current Axis player turn.

4th Naval Movement Step

The CA TF A. Hipper and the DD TF Flotilla-2 each spend 1 MP finishing their fuel replenishment at the Northern Germany holding box. Then a combat naval group leaves the Northern Germany holding box and sails north, entering the North Sea at 10B:5123, on the south edge of the Scenario map group. Here it rolls a 4 on the DZC. This Kriegsmarine combat naval group is composed of the following German naval units:

  • CA TF A. Hipper
  • CL TF Cruiser-1
  • B TF Schlesien.

The combat naval group continues its northerly bearing and ends the current naval movement step at 10B:3621, two hexes west of Stavanger (3319).

5th Naval Movement Step

The B TF Schlesien breaks away from the main combat naval group and enters the reference city/standard port of Stavanger. The CA TF A. Hipper and the B TF Schlesien continue sailing north several more sea hexes and enter the point city/standard port of Haugesund at hex 10B:3319. At the start of the naval movement step the Axis combat naval group at 3621 rolls a no contact on the DZC.

Back at the Northern Germany holding box only the two DD TF Flotillas-1 and -2 remain.

Meanwhile for the last four naval movement steps the large Br combat naval group at all-sea hex 10B:1608 in the Norwegian Sea has successfully evaded contact on the DZC.

Ground Movement Sub-Phase (c/m units only)

First thing, the Axis player moves the LW 1-10 Hv AA II 1/32 at mountain road hex 3515 moves westwards down the road and ends its exploitation move at the point city/standard port of Haugesund (3319).

Next the LW 1-10 Mot Inf II GG at mountain road junction hex 10B:3415 moves northeastwards, ending its move at mountain rail hex 3211.

Afterwards the 3-10 Mot Inf X 11 at mountain coast road hex 10B:3213 spends its entire movement allowance moving onto the rough terrain coastal double islets of Tysnes and Stord, at 3217.

Finally the 2-1-10 PZ II 11, beginning the exploitation phase stacked with the LW 1-10 Mot Inf II GG at 3415, spends its movement allowance moving west down the coast road to 10B:3318, where it crosses the narrow straits hexside there and ends its move stacked with the 3-10 Mot Inf X 11 at the coastal double isle hex at 3217. Note that the adjacent isle of Bolmo at 3218 is currently also Axis controlled via the ZOC of the Ger Inf XX 214 at adjacent mainland hex 3118, connected to Bolmo island by a narrow straits hexside.

The last c/m ground unit the Axis player moves is the 1-10 Mot MG II 13, beginning the turn stacked at mountain rail hex 2906. This unit double backs one Axis controlled rail hex to 3006 and then drives westwards down the road leading to the point city/minor port of Frode at mountain coast hex 10B:2613, where it ends its exploitation move.

Then the Axis player begins a series of LW air ops with its relatively large contingent of remaining operative air units. First the He 111H1 NB type air unit based at the Oslo airbase does a night strat bombing rail marshaling yard air mission to the Trondheim reference city/major port hex at 5C:2432. The Allied player’s dice roll is high on the “1” column of the SoS Antiaircraft Fire Table, and so the LW NB type air unit makes it through. But its die roll is low on the “5” column of the Bombing Table, with a -1 modifier for “bombing at night,” and so it is a miss. The He 111H1 NB type air unit returns to base at Oslo, inoperative.

Next, in an apparently risky air op, the Axis player flies the He 111H4 (S code) B type air unit based at the Oslo airbase on the same strat bombing rail marshaling yard air mission, this time in daylight. Perhaps the Axis player has the SoS Air Combat Results Table and his dice in hand, in anticipation of an interception by the operative Br Glad F type air unit based at the 1-cap permanent airstrip at adjacent hex 2431, when the Allied player says “go ahead and give me the dice for the AA roll.” The Allied player again rolls high and the He 111H4 air units gets through, but again its Bombing Table die roll is low, and so another miss for the Axis player. The He 111H4 air unit returns to base at Oslo.

Finally, realizing that the Allied player evidently has other uses in mind for the operative Glad F type air unit in the vicinity, the Axis player sends the two He 111H4 (S code) air units based at the 3-cap permanent airfield at the Norwegian coastal hex at 10B:3720 on an extended range strat bombing rail marshaling yard air mission to the Trondheim hex. Again, the Allied player declines to intercept against even the weakened defensive strength of one of the two Axis bombers flying at the extended range; as usual the 1 Br flack factor at the Trondheim hex misses the incoming bombing Heinkels. But this time the combined strat bombing strength of the two extended range He 111H4 B type air units, which enables the Axis player to roll on the “2” column of the Bombing Table, comes up with a 5 on the die roll: a hit. And so the Axis player achieves both a strat bombing hit on the Trondheim rail marshaling yard and a rail hit marker on the Trondheim hex, which is what he wanted all along to help protect his forward positions in south-central Norway during the upcoming Allied player’s final turn. The two He 111H4 (S code) B type air units return to base at the 3-cap permanent airfield at 3720, on the SW coast of Norway.

The Axis player then does some transfer air missions. The Ju 87R D type air unit based at the Stavanger reference city airbase (10B:3619) transfers to the adjacent 3-cap permanent airfield at clear terrain coast rail hex 3720.

The He 115B (SF code) B type air unit based at the 3-cap permanent airfield at clear terrain coast rail hex 10B:5014 in NE Denmark air transfers across the Skagarrak to the 3-cap permanent airfield at woods coast hex 4415, on the southern coastline of Norway, next to Kristiansand (4416).

At this point a rules quibble comes up. The phasing Axis player is wanting to end his turn and asks the Allied player if he wants to perform any more air missions (likely air transfers) before the end of the Axis player turn. In any event the Axis player still has two F type air units flying the CAP air mission over hexes in Norway that need to rebase “at the end” of the player turn. The Allied player at first balks, saying “after you,” and goes to the trouble of pointing out that Rule 17D-Air Operations Sequence, in this case won’t help the phasing player. The Axis player suggests that the phasing player might ought to have the power to declare precisely when his own turn ends, and reminds the Allied player that he has an upcoming final player turn of his own right at hand. The Allied player reconsiders and says “OK.”

Then the Allied player flies the Glad F type air unit based at the 1-cap permanent airstrip at 5C:2431, adjacent to Trondheim, on the air transfer mission to the Bergen dot city hex at 10B:3016. Afterwards it is promptly joined by the Sword I (VC code) A type and the Skua (C code) DF type FAA air units aboard aircraft carriers at all-sea hex 10B:1608, in the Norwegian Sea. In the all-sea hex itself the Sea Glad (C code) F type FAA air unit aboard the Furious CV TF air transfers from that carrier to the just vacated deck of the Ark Royal CV TF.

The Axis player transfers the Me 109E F type air unit based at the 1-cap permanent airstrip at the rough terrain coast rail hex 10B:3908, adjacent to Oslo, to the 3-cap permanent airfield at 4415, on the southern Norwegian coastline.

End of Turn Positions

For those who might wish to know, the following is a list of the dispositions of both sides’ forces in the main war region south of the B weather line on the Scenario maps:

Norwegian Sea

At all-sea hex 10B:1608:

  • Br BB TF Rodney
  • Br BC TF Renown
  • Br BC TF Repulse (1 hit)
  • Br CV TF Furious
  • Br CV TF Glorious
  • Br CV TF Ark Royal carrying the Sea Glad (C code) F type FAA air unit.

Trondheim Region:

Trondheim, at reference city/major port coast rail hex 5C:2432:

  • Norwegian government marker
  • Br 2-6 Inf X 15
  • Pol 2-3-6 Inf X CN
  • Fr 2-1-6 Inf III 13LE
  • Fr 0-6 AT II 14
  • Br 0-5 Lt AA II 56 (AA=1)
  • Fr 1-8 Mtn Art II 2CA
  • Br 1-8 Mtn Art II 51
  • Nor C.V A type air unit
  • one rail hit marker
  • one temporary rail marshaling yard hit marker

Forest rail hex 10B:2901: Nor 1-6 Mtn III 5/12ST

Mtn rail hex 10B:2603: Nor 5th Inf (Mtn) XX HQ unit

Mtn rail/road junction hex 10B:2704: Nor 1-6 Mtn III 5/13NT

Mtn rail hex 10B:2804:

  • Nor 1st Inf XX HQ unit
  • Br 2-6 Inf X 146
  • Br 2-6 Inf X 148

Forest rail hex 10B:3002: Ger wint 2-6 Inf III F

Forest rail hex 10B:3103: Ger A Mtn XX HQ unit and Ger 3-8 Mtn III A

Woods rail junction hex 10B:3603: Ger 1-8 Art X 109

Mtn rail hex 10B:2906: Ger wint 6-6 Inf XX 196 and Ger 3-8 Mtn III A

Forest rail hex 10B:3006: Ger wint 2-6 Inf III F.

Bergen Region:

Hauge, at point city/minor port mountain coast road terminus hex 10B:3010: Nor 2-3-6* Mtn X 3

Mtn coast rail hex 10B:3114: Nor 1-6 Inf III 2/6Vl

Mtn rail hex 10B:3014: Nor 1-6 Eng III 1

Forest coast rail hex 10B:3015: Nor 0-1-6 Cav II 1Ak and Nor 1-6 Inf III 1/3 Tm

Bergen, at dot city/major port rough terrain rail terminus coast hex 10B:3016:

  • Nor 2-3-6* Mtn X 4
  • Nor 2nd Inf XX HQ unit
  • Nor 1-6 Inf III 3/8Rl
  • Br 3-6 Inf X 24G
  • Br 0-6 Marine Cmdo II IC/A
  • Fr pos flk unit (AA=1)
  • Br Glad (*) F type air unit
  • Br Skua (C code) DF type FAA air unit
  • Br Sword 1 (VC code) DF type FAA air unit
  • Nor intrinsic CD w/ a strength of 3
  • 1 rail hit marker

Mtn road hex 10B:3109: Ger wint 1-6 Inf III F

Frode, at point city/minor port mtn road terminus coast hex 10B:2613: Ger Mot MG II 13

Mtn rail hex 10B:3311: Ger wint 2-6 Inf III E

Mtn rail hex 10B:3211: Ger LW 1-10 Mot Inf II GG

Mtn coast road hex 10B:3212: Ger wint F Inf XX HQ unit and Ger wint 2-6 Inf III E

Isle of Huftar hex 10B:3118: Ger 1-6 Inf III D

Double rough terrain islets of Tysnes and Stord at 10B:3217:

  • Ger 3-10 Mot Inf X 11
  • Ger 2-1-10 Pz II 40

Clear terrain coast road hex 10B:3318: Ger 6-6 Inf XX 214

Haugesund, at point city/standard port clear terrain road terminus hex 10B:3319:

  • Ger D Inf XX HQ unit
  • two Ger 2-6 Inf IIIs D
  • Ger LW 1-10 Mot Hv AA II I/32
  • Ger CA TF A. Hipper (in port)
  • Ger CL TF Cruiser-1 (in port)
  • 1 Ger mine point sown off-shore at sea

Stavanger, at reference city/standard port clear terrain rail terminus coast hex 10B:3619:

  • Ger 1-6 Inf III C
  • Ger LW 1-10 Mot Hv AA II I/611
  • Ger B TF Schlesien (in port)
  • Ger Me 109E F type air unit

Clear terrain coast rail hex 10B:3720, w/ a 3-cap permanent airfield:

  • Ger C Inf XX HQ unit
  • two Ger He 111H4 (S code) B type air units
  • Ger Ju 87R D type air unit

Egersund, at point city/minor port rough terrain coast rail hex 10B:4019: 1 Ger mine point sown off-shore at sea.

Southern Norway and Northern Denmark Region:

Oslo, at partial city/major port hex 10B:4007:

  • Ger 0-1-5 Const III 6
  • Ger wint 1-6 Inf III E
  • Ger He 111H1 NB type air unit
  • Ger He 111H4 (S code) B type air unit
  • Ger Me 110C1 F code air unit
  • one airbase hit marker

Woods coast hex 10B:4115 (next to Kristiansand), w/ a 3-cap permanent airfield:

  • Ger Me 109E F type air unit
  • Ger He 115B (SF code) B type air unit

Clear terrain coast rail hex 10B:5014, in NE Denmark:

  • two Ger LW pos flk units (each w/ AA=1)
  • Ger Ju 52 T type air unit

Aalborg, at reference city/major port rail causeway hex 10B:5115, in NE Denmark:

  • Ger wint E Inf XX HQ unit
  • Ger wint 6-6 Inf XX 198
  • Ger Mxd (F type) T type air unit.

May I 40 Allied Turn

Initial Phase

For those who may not remember, it’s clear weather in weather zones B and C and mud in weather zone A. The Allied player now takes the time to check the Europa Weather Table for the next May II 40 game turn’s weather prospects in the A weather zone, where so much ground unit maneuvering, air missions, and violent naval activity has been occurring around the important Axis held Narvik hex at 5C:1010. To his dismay there is only 1 chance in 6 for clear weather there, with 5 in 6 for mud in the A weather zone. With the successful but admittedly very costly ground unit reinforcement to the Narvik hex completed last turn by the Kriegsmarine naval group, the likely mud weather in the A weather zone appears to dash any Allied hopes of regaining by combat the the important reference city/major port hex of Narvik on the Scenario’s final May II 40 Allied player turn.

With the Br CA TF Cruiser-1 presently out of the Tjelde isle hex (0815) and starting the turn aways off at all-sea hex 5C:0724, the Axis forces in the Narvik hex are now back in supply via a naval-element supply line. The black U-1 marker is duly removed from this Axis stack.

Much farther south, at clear terrain coast hex 10B:3117, adjacent to Allied controlled Bergen (3016), the two Ger 2-8 Inf IIIs C technically become red U-3 this turn, but are in special supply via the three supply points (only two are needed) present in the hex that were air dropped there on the May I 40 Axis movement phase. This hex is becoming a liability to the Axis effort in Norway; it is little more than a prisoner-of-war camp maintained by LW airdrops. It consumes LW assets for its protection that are sorely needed elsewhere. There is no longer any hope to save it in the short term.

In port at the Bergen hex the Br CA TF Cruiser-2 (3 hits) and the BB TF Valiant (1 hit) had a red U-1 low fuel supply status marker placed on them at the end of the previous Allied turn “to note this state” per Rule 34B1, and of course might ought to be refueled sometime during the present Allied turn, elsewise if they are unable to replenish their fuel at the end of this turn they “must be scuttled,” unless they are in port somewhere.

All other forces in play on-map for both sides appear to to be in supply per Rule 12-Supply.

Like a kid in a candy shop, there is a considerable amount of Allied reinforcement activity this turn per the Campaign for Norway Allied OB. However, the Br Well IC and Whit 5 NB type air units based in the Trondheim (5C:2432) vicinity are withdrawn, as is the Br BB TF Warspite (1 hit) starting the Allied turn still with the large Br combat naval group at sea at 10B:1605 in the Norwegian Sea. Per Rule 35D-[Naval] Withdrawals and Transfers “there are no penalties for withdrawing damaged or sunk naval units….”

However, there may be an issue with Rule 35C2-Allied Taskforce Maintenance. Per this rule “in the initial phase of each I turn,” each Br and Fr TF in play (in the Campaign for Norway Scenario) gets to “remove one hit of damage from the TF,” and “if the TF is sunk, place the [sunk] TF in any … functioning naval base in Britain, with hits of damage equal to one less than its printed strength.” At first thought there was a problem with this rule, as there are Br TFs currently at sea or in the Bergen port hex with fresh hits on them, and initially it just didn’t seem right to remove a hit of damage to them while these Br TFs were still at sea or at port so far away from Britain. A provisional house rule was contemplated saying that those Br TFs eligible to have a hit of damage removed from them could remove them as soon as they return to “a functioning naval base in Britain” (eg., either the Orkney Islands or Scotland holding box) and either replenish their fuel there or begin an Allied turn there. However, upon second thought all these good intentions are practically going to be done anyway per the immediate sundry SoSnaval rule demands of the current turn. And so for now at least in this EA reported game we go along with the rules as written and in this initial phase “remove one hit of damage from the TF[s]” wherever they might begin the turn at. A total of 5 hits are removed from 5 Br TFs: the BB Warspite, the CA Cruiser-2, the BB Valiant, the BC Renown, and the BC Repulse. Also to be sure, note that per the VP charts found on p. 70 of the SoS Scenario Rules booklet, accounting must be made for every hit done on each side’s TFs, CGs, NTPs, and LCs in the course of the game.

This turn at the Norwegian point city/minor port of Bodo, at 5C:1217, eight coast hexes WSW of Narvik, where there is also found 1 Allied mine point sown off-shore “at sea,” the Nor 1-6 Inf III 16Tr and the two 0-1-6 Ski IIs Alta and Var all stacked together there finally convert to the 2-3-6* Ski X 7.

With one of the two Br ARPs received as a reinf, the Allied player rebuilds the Skua (C code) DF type FAA air unit from the Aborted Air Units box and places it in the Orkney Islands holding box on the Allied Game Chart. Of course accounting must be made of this formerly aborted air unit for the Scenario VP tallies done at the end of the game.

Per the Norway, 1939-1945 Europa OB found on p. 30 of the SoS OB booklet, Norway evidently receives 1 ARP this turn. This turn they also receive 0.5 infantry RPs at the Trondheim hex and 0.5 infantry RPs at the Bergen hex. The 0.5 infantry RPs they were to receive this turn at the Oslo hex per the OB is lost, since Oslo is now Axis controlled. The Norwegians presently have 0.75 accumulated special infantry RPs, all of which have been accumulated at the Trondheim hex. And so they now decide to build the Nor 1st Inf XX HQ unit in their Replacement Pool and place it in the Trondheim hex (10B:2432), leaving them a net of 0.25 inf RPs stored at that hex. At the Bergen hex the Allied player spends the 0.5 infantry RP received this turn to build the 0-1-8 Cav II 2 Op, and places it in the Bergen hex, leaving him with no inf RPs stored in the hex. The Norwegians currently have no naval repair points or resource points.

Since neither side’s airbases are stacked with air units in excess of the base’s capacity, all air units in play on-map or in holding boxes are operative by the end of the current initial phase.

No CAP air missions are flown at this time by either side.

The Axis player flies the He 111H1 NB type air unit based at the Oslo hex airbase on the harassment air mission to forest coast rail hex 10B:3015, just east of Bergen, and places in the hex a 1 hit harassment marker. It returns to base at Oslo.

The non-phasing Axis player is in somewhat of a quandary when it comes to the naval patrol air mission assignment segment of the Allied initial phase. Of course this turn the Axis player likely wants to bomb the battered Br combat naval group currently at port in the Bergen hex. The most efficient way would be to conduct a non-phasing naval strike air mission at the Bergen hex while the Br combat naval group is conveniently still in port. However, it appears that SoS rules gives the phasing Allied player the initiative in deciding whether to first move the two TFs there (at low fuel level) out to sea in a voyage back to one of the British holding boxes, with its movement allowance duly halved during the naval movement step for the low fuel status. This is assuming the Allied player opts to neither attempt to refuel at the functioning Allied naval base at the Bergen major port hex nor decide to just remain there indefinitely, either option thus giving the Axis player opportunities to conduct naval strike air missions at the Bergen hex while the two Br TFs are still in port.

So here’s what the Axis player does. The Ju 87R D type air unit based at the reference city airbase at the Stavanger hex (10B:3619), the two He 111H4 (S code) B type air units based at the 3-cap permanent airfield at 10B:3720, and the He 115B (SF code) B type air unit based at the 3-cap permanent airfield at 10B:5014 on the NE coast of Denmark are now assigned to the naval patrol air mission. The third remaining He 111H4 (S code) B type air unit based at the Oslo hex remains operative, either for a naval strike air mission to Bergen against any lingerers/comers or for the DAS air mission, say to road mountain hex 3212 for the all alone and admittedly exposed Ger 3-10 Mot Inf X 11 there. Note that in so scheming all the above the Axis player has no LW air unit available to offer DAS to the two isolated and imperiled Ger inf IIIs boxed in at coast hex 3117, next to Bergen. Such are evidently some of the hard choices typically arising in war.

Movement Phase

1st Naval Movement Step

It appears the first thing the Allied player must now do is to determine what to do with the Br combat naval group at port in the Bergen hex. The Admiralty decides that the most efficient management of bombing risk would be for the two Br TFs there to sail at once at the low fuel level and take their chances with Axis naval patrol missions on the voyage back to Britain, rather than stay at Bergen and endure naval strike air missions there, and then sail to Britain later and still endure the naval patrol missions. If they linger at the Bergen port until the May II 40 Axisturn, then the Axis player has the initiative and can throw all the air units the LW’s got available at the Br TFs in the Bergen port hex, with the non-phasing Allied player required to be patient, take this fierce beating, and see what happens.

Accordingly, the Allied combat naval group consisting of the Br CA TF Cruiser-2 (now w/ 2 hits) and the BB TF Valiant (now w/ no hits) lifts anchors and leaves the Bergen port, using night movement. From this point on in the current EA SoS Campaign for Norway game report all Danger Zones Chart dice roll results will be assumed to the “no contact” results and will not be duly reported, unless the results are “contact” or for some reason mention is deemed appropriate.

The Allied combat naval group sails WNW 10 MPs at night movement to North Sea hex 10B:2623. From there it spends its next MP to move NW in daylight to adjacent all-sea hex 2524, where the Axis player tells the Allied player to stop his naval movement. The Axis player then rolls for Naval Patrol Contact Attempts on the Success Table for the Ju 87R D type and the two He 111H4 (S code) B type air units based at the two adjacent airbases on the SW Norwegian coastline in the Stavanger zone. The +3 modifier for calm sea conditions is off-set by a -2 for the slightly over +10 hex range of the enemy naval group, for a factored die roll modifier of +1. The two die rolls on the Success Table are high, and so all three LW air unit’s naval patrol contact attempts are successful. Then no less than 8 dice are rolled (4 for the Ju 87R, 2 each for the two S type He 111H4s) on the “1” column of the Bombing Table, with a +1 die roll modifier for each. The results are bad for the Allied TFs: 4 hits. A random selection is done allotting the hits, the results being: the 5-pt CA TF Cruiser-2 (now 4 hits) and the 6-pt BB TF Valiant (now 2 hits). The three LW air units return to their respective airbases in SW Norway. The stricken Allied combat naval group ends its abbreviated 15 MP naval movement step allowance, due to their low fuel status, at all-sea hex 10B:2427, a little south of the Shetland Islands.

The large Br combat naval group in the Norwegian Sea at 10B:1605 spends 30 MPs to move to 10B:2431, two hexes away from one of the Orkney Islands holding box entry points. This naval group is comprised of the 7-pt BB TF Rodney, the 5-pt BC TF Renown, and the 5-pt BC TF Repulse (now w/ 1 hit).

The Br carrier naval group at 10B:0416 spends 30 MPs moving SW to eventually enter the Orkney Islands holding box on its last MP. This naval group is composed of the 3-pt CV TF Ark Royal and the 2-pt CV TF Glorious carrying the operative Sword 1 (VC code) A type FAA air unit.

The Br CA TF Cruiser-1 at all-sea hex 5C:0724 spends 30 MPs to move to 10B:1916, 5 hexes NW of the Norwegian isle of Bremangen, at the great eastward bend angle of the Scandinavian peninsula.

At the Orkney Islands holding box the Br 2-pt CV TF Furious spends 30 MPs replenishing its fuel while it simultaneously spends 5 MPs loading the Glad F type (*) air unit, per Rule 23F2-*: Carrier Transportable. The recently replaced Skua (C code) DF type FAA air unit is based operative at the holding box’s 6-cap Scapa Flow airbase. The LC-1 naval unit reinf spends 30 MPs replenishing its fuel.

2nd Naval Movement Step

The large Br combat naval group at 10B:2431, near the western edge of the Scenario’s game maps, spends 2 MPs to enter the Orkney Islands holding box, and there expends its remaining 28 MPs of the naval movement step beginning to replenish its fuel.

The battered Br combat naval group from Bergen, at 10B:2427, spends 6 MPs to enter the Orkney Islands holding box, and there expends its remaining 9 MPs of the naval movement step beginning to replenish its fuel.

The Br CA TF Cruiser-1 at all-sea hex 10B:1916 spends 20 MPs finally enter the Orkney Islands holding box, and there expends its remaining 10 MPs of the naval movement step beginning to replenish its fuel.

In the Orkney Islands holding box the CV TF Ark Royal and the CV TF Glorious carrying the operative Sword 1 (VC code) A type FAA air unit each spend 30 MPs replenishing their fuel.

At the Scotland holding box much labor is now expended this naval movement step embarking the three Allied light naval TFs and the three Norwegian NTPs with the numerous available ground unit reinforcements, all taking 30 MPs to completely embark this naval movement step.  The embarkation is done in the following manner:

  • the Fr CL TF Cruiser-1 completely embarks the Polish 3-2-6 Inf X CN
  • the Br CL TF Cruiser-3 completely embarks the Br 2-6 Inf X 15
  • the Br CL TF Cruiser-4 completely embarks the Br 0-5 Lt AA II 56 and the Fr AT II 14
  • the 1st Nor NTP completely embarks the Fr Mtn Art II 2CA and the Br 1-8 Mtn Art II 51
  • the 2nd Nor NTP completely embarks the Fr pos flk unit (AA=1) and the Br Marine Cmdo II 1C/A
  • the 3rd Nor NTP completely embarks the Fr 2-1-6 Inf III 13LE.

Note: the Br 1-8 Art II 51 is a May I 40 Allied turn Scotland holding box reinf per the SoS Errata Sheet 18 Jan 1999. Its flip side evidently shows the “stripped down” 1-8 Mtn Art II 51, which I’m guessing ought to/could be used in the SoS Campaign for Norway Scenario.

Remaining ashore at the Scotland holding box is the almost forgotten Br RM 0-1-4 Fort X RMFU.

3rd Naval Movement Step

At the Orkney Island holding box the BC TF Repulse (1 hit), the BC TF Renown, and the BB TF Rodney each spend 2 MPs completing their fuel replenishment.

The three Western Allied CL TFs and the three Norwegian NTPs, each carrying a total of 1 RE of assorted Allied ground units, all spend 17 MPs moving off-map from the Scotland holding box to the Orkney Islands holding box. Their cargo list can be found in the last game report’s description of the 2nd naval movement step, and will be reiterated at the appropriate time below as the naval movements are revealed.

The first Allied naval group to leave the Orkney Islands holding box consists of the following naval units:

  • BB TF Rodney
  • CV TF Furious carrying the operative Glad (*) F type air unit
  • LC-1.

This mixed naval group enters the Scenario game map 10B at all-sea western edge hex 2433 on its now combined 3rd MP and spends 27 MPs sailing ENE to Norwegian Sea hex 10B:1710, ending there its movement allowance of the naval movement step, six hexes due north of the point city/standard port of Alesund at the Norwegian off-shore isle hex at 10B:2310.

Then a second Allied mixed naval group leaves the Orkney Islands holding box and enters the western edge of Scenario game map 10B at hex 2433 on its now combined 18th MP. This naval group is comprised of the following naval units:

  • BC TF Renown
  • Fr CL TF Cruiser-1carrying the Polish 3-2-6 Inf X CN
  • Br CL TF Cruiser-3 carrying the Br 2-6 Inf X 15
  • Br CL TF Cruiser-4 carrying the Br 0-5 Lt AA II 56 and the Fr AT II 14
  • Nor NTP carrying the Fr Mtn Art II 2CA and the Br 1-8 Mtn Art II 51
  • Nor NTP carrying the Fr 2-1-6 Inf III 13LE.

Upon entering hex 10B:2433 the dice roll for the Danger Zones Chart is done and a 12 is rolled: contact. A random drawing picks the cargo-carrying CL TF Cruiser-3 for the contact. The die roll is done on the “1” column of the Sos Naval combat Table and the result is a 2: miss. Perhaps some of the light cruisers’ sailors see the wake of a U-boat torpedo narrowly glide by the hull in the deep blue sea. Afterwards the naval group sends its remaining 12 MPs of the naval movement step moving eastwards to 10B:1924, two hexes east of the northern tip of the Shetland Islands.

Back at the Orkney Islands holding box the Br CA TF Cruiser-1 spends 20 MPs finishing its fuel replenishment. Meanwhile, the two gimp Bergen port hex naval veterans, the BB TF Valiant (2 hits) and the CA TF Cruiser-2 (4 hits), spend their truncated 15 MP naval movement step allowance, due to their low fuel status, continuing to refuel, and by the end of the current naval step up their refueling task tally to 24 MPs. I’m guessing this is how Rule 34B1-Low Fuel works in this refueling situation.

By the end of the naval movement step in the Orkney Islands holding box linger the BC TF Repulse (1 hit), CA TF Cruiser-1, the CV TF Ark Royal, the CV TF Glorious carrying the operative Sword 1 (VC code) A type FAA air unit (all these TFs fully refueled this turn), and the 3rd Nor NTP still carrying the Fr pos flk unit and the Br Marine Cmdo II 1C/A. At the holding box’s Scapa Flow 3-cap airbase is the operative Skua (C code) DF type FAA air unit.

4th Naval Movement Step

The first thing the Allied player does in the current naval movement step is send the Skua (C code) DF type FAA air unit based at the Orkney Islands holding box on the CAP air mission over the Bergen hex. The Axis player momentarily considers sending his Me 109E F type air unit based at the 3-cap permanent airfield on the SW Norwegian coastline also on the CAP mission over the Bergen hex, but reconsiders and decides not to.

From all-sea hex 10B:1710, the LC-1 beaks off from the naval group consisting of the BB TF Rodney and the CV TF Furious carrying the operative Glad (*) F type air unit and voyages ENE all alone. It eventually enters the Norwegian port of Bodo at 5C:1217 on its 29th MP, there stacking with the Nor 2-3-6* Ski X 7 and the Br 1 strength mine point sown off-shore “at sea” in the hex. The landing craft naval unit (AA=1) stays at the Bodo port until the end of the current naval movement step.

Back at Norwegian sea hex 10B:1710, the newly constituted combat naval group there voyages 5 hexes east to 1703, where the Glad (*) F type air unit takes off from the deck of the Furious aircraft carrier and flies the CAP air mission over the reference city/major port of Trondheim, eight hexes away to the SE at 5C:2432. The Br combat naval group then voyages 13 more hexes ENE in the Norwegian Sea to all-sea hex 5C:1326. Then the Sea Glad (C code) F type FAA air unit based at the 1-cap permanent airstrip at the Norwegian point city of Bardufoss at hex 5C:0708 flies the transfer air mission to the deck of the Furious aircraft carrier, where it lands inoperative. Finally this Br naval group at 1326, having sailed so far to retrieve the FAA Sea Glad air unit, wheels about and voyages WSW, ultimately ending the naval movement step at 10B:1604, presumably on its way back to the Orkney Islands holding box.

Then, after doing the Danger Zones Chart dice roll, the large Allied mixed naval group at all-sea hex 10B:1924, two hexes east of the northern tip of the Shetland Islands and escorted by the BC TF Renown, begins moving eastwards towards Norway. At hex 1919 this Allied naval group moves within a 20 hex radius of the LW He 115B (SF code) B type air unit based at the NE Danish airfield at 10B:5014, but for now the Axisplayer saves his naval patrol contact attempt die roll for later. The large mixed naval group then continues its eastward bearing to all-sea hex 1903.Then, veering SE from 1903 and using night movement to enter the adjacent sea hex at 2002, it eventually enters the reference city/major port hex of Trondheim in darkness on its 29th MP of the naval movement step. On its 30th MP it begins disembarking at night all its ground unit cargo at the Trondheim hex.

Meanwhile, back at the Orkney Islands holding box, another Allied mixed naval group leaves Scapa Flow and enters the western edge of the Scenario maps at 10B:2433. This naval group consists of:

  • BC TF Repulse (1 hit)
  • Nor NTP carrying the Fr pos flk unit and the Br Marine Cmdo II 1C/A.

This mixed naval group voyages 12 MPs SE to 3025. When it moves to adjacent all-sea hex 3024 the Axis player tells the Allied player to stop his move. The Axis player then rolls for a naval patrol contact attempt on the Success Table for the LW He 115B (SF code) B type air unit at the 3-cap permanent airfield at the NE Danish coastline hex at 10B:5014. The die roll is a factored “straight up” Success Table roll with no modifiers; the Axis rolls a 4: failure. The Allied player then spends 10 MPs to sail the mixed naval group into the Bergen dot city/major port hex on its 22ndMP. Here the Nor NTP spends the remaining 8 MPs of the naval movement step beginning to disembark its ground unit cargo at the Bergen hex.

At the Orkney Islands holding box the BB TF Valiant (2 hits) and the CA TF Cruiser-2 (4 hits) finish their fuel replenishment and then remain at the holding box. Per Rule 34B1 they will regain their full naval MP allowance at the beginning of the next Allied naval movement step.

5th Naval Movement Step

The Br combat naval group at 10B:1604, comprising the CV TF Furious carrying the inoperative Sea Glad (C code) F type FAA air unit and the BB TF Rodney, moves WSW 30 sea hexes to 2430, where it ends the current naval movement step still at sea three hexes east of one of the three west edge entry hexes into the Orkney Islands holding box.

The large Allied mixed naval group in the major port hex of Trondheim completes the disembarkation of its large complement of Allied ground units at the important Norwegian reference city hex, which also contains the Norwegian government marker. Overhead the Glad (*) F type air unit so far offers CAP protection against marauding He 111H4 aircraft based in the Oslo hex perhaps contemplating the naval strike air mission. After completing the disembarkation of the ground unit cargo on its 29th MP, it lingers at the Trondheim port until the end of the current naval movement step.

At the Bergen hex the Nor NTP spends 22 MPs to complete the disembarkation of its ground unit cargo there. The BC TF Repulse (1 hit) decides to remain docked at the Bergen port until the end of the current naval movement step.

The Axis player is quite tempted to send the operative He 111H4 (S code) B type air unit based at Oslo on a naval strike air mission against the Br mixed naval group disembarking their ground unit cargo at the Bergen hex, escorted by the BC TF Repulse (1 hit), but holds back, not wanting to commit both the He 111H4 air unit and the Me 109E as escort (against the Skua DF type FAA air unit flying the CAP mission over the Bergen port hex) for this dicey mission, which would also entail enduring the 3 flack factor shot of the Repulse TF. The Axis player feels that this turnthere are other pressing needs for both these LW air units.

Ground Movement Sub-Phase

The Norwegians appear to still have a total railcap of 4, but it is divided into two separated rail subnets: a Trondheim rail subnet with a railcap of 2 and a Bergen rail subnet also of 2. Per Rule 7A-Railroads each major port, which both Trondheim and Bergen are, has a “rail capacity value” of 2 REs. The way I’m playing the current game the Norwegian railcap is divided between the two major port rail subnets because they are no longer connected to each other by a contiguous Norwegian controlled rail line.

Accordingly, the Nor 0-1-8 Cav II 3Tdl at woods rail/road junction hex 10B:3603 (to Trondheim) first spends 6 MPs to break the rail line in its hex, per Optional Rule 44B7-Variable Demolition Costs. The cav II then spends 1 MP moving north to adjacent rail hex 3503, where it boards a Norwegian train and rails 5 hexes northwards to mountain rail hex 3002.

The Nor 1-6 Mtn III 5/13NT at forest rail/road junction hex 10B:3405 (to Trondheim) first spends 3 MPs to break the rail line in the hex, then spends 1 MP moving north to adjacent rail hex 3305. There it boards a Norwegian train and rails northwards to mountain rail hex 2704. Note: this Nor mtn III was, I think, incorrectly reported to be at 10B:3805 at the end of the movement phase of the Apr II 40 Allied turn. It was really at 3405. At the end of the Allied turn the Nor Inf III 5/11Mo was in fact at 3805 by itself, and was eliminated in this hex in the following May I 40 Axis turn combat phase.

On the Bergen rail subnet the Allied player rails towards Bergen the Nor 2nd Inf XX HQ unit and the Nor 2-3-6* Mtn X 3 stacked together at forest rail hex 10B:3608. The 2nd Inf XX HQ units spends 2 MPs railing to forest rail hex 3015, one hex east of the dot city of Bergen. Then it spends 2 regular MPs to enter the adjacent Bergen hex at 10B:3016. This is for leaving rail hex at 3015 with the Ger 1 hit harassment marker; plus the Bergen hex has a rail hit marker on it due to a successful LW rail marshaling yard hit done there on the Apr I 40 Axis turn. The Nor 2-3-6* Mtn X 3 spends 1 MP railing to mountain rail hex 3112, then spends 4 MPs regular moving northwards through mountain terrain hexsides to the point city/minor port Hauge hex at 10B:3010, ending its move there.

Way up north in Norway, but still south of the A weather line and therefore in the clear weather area, at the Bodo point city/minor port hex at 5C:1217, the Nor 2-3-6* Ski X 7 first admin moves 1 hex down the coast road to adjacent coast road hex 1216, then crosses the narrow straits hexside there linking road hex 1216 to rough terrain coast hex 1116 (no road here), and then ends its admin movement at adjacent wooded rough coast hex 1115, still in regular supply traced back to the coast road hex at 1216. SoS Campaign for Norway students should perhaps study this northward movement from Bodo done by the primo supported Nor ski X conversion unit into this remote northern Norwegian coastal region. Note that per the Scenario’s Initial Conditions found on p. 4 of the SoS OB booklet this region is devoid of the coast road indicated on the SoS provided 5C map. This particular move is likely sometimes done in more than just this EA reported game by SoS Allied players intent upon closing in upon and intending to ultimately attack an Axis held Narvik.

By the end of the movement phase the Allied dispositions on the Scenario’s game maps and holding boxes are as follows:

Mountain coast road hex 5C:0910 (next to Narvik): Nor 2-3-6* Mtn X 6, never moved

Wooded rough coast road hex 0911: Fr 2-8 Mtn III 27CA, admin moved from Halstad at hex 0712

Wooded rough coast road hex 0811: Fr 2-8 Mtn III 5CA, admin moved from Halstad at hex 0712

Wooded rough coast hex 5C:1115: Nor 2-3-6* Ski X 7 admin moved from Bodo

Bodo point city/minor port road terminus hex 5C:1217:

  • Br LC-1 naval unit
  • 1 Allied mine point sown off-shore “at sea”

Trondheim reference city/major port hex 5C:2432:

  • Norwegian government marker
  • Br 2-6 Inf X 15, recently disembarked
  • Pol 3-2-6 Inf X CN, recently disembarked
  • Fr 2-1-6 Inf III 13LE, recently disembarked
  • Fr 0-6 AT II 14, recently disembarked
  • Br 0-6 Lt AA II 5C (AA=1), recently disembarked
  • Fr 1-8 Mtn Art II 2CA, recently disembarked
  • Br 1-8 Mtn Art II 51, recently disembarked
  • Br BC TF Renown, in port
  • Br CL TF Cruiser-3, in port
  • Br CL TF Cruiser-4, in port
  • Fr CL TF Cruiser-1, in port
  • Glad (*) F type air unit on the CAP mission over the Trondheim hex.

Mountain rail (to Trondheim) hex 10B:2603: Nor 5th Inf (Mtn) XX HQ unit, moved in from Trondheim

Mountain rail (to Trondheim) hex 2704: Nor 1-6 Mtn III 5/13NT, railed in from 10B:3405, at start in 3405

Mountain rail (to Trondheim) hex 2804:

  • Nor 1st Inf XX HQ unit, moved in from Trondheim
  • Br 2-6 Inf X 146, moved in from Trondheim
  • Br 2-6 Inf X 148, never moved

Forest rail (to Trondheim) hex 10B:2901: Nor 1-6 Mtn III 5/12ST, never moved

Forest rail (to Trondheim) hex 3002: Nor 0-1-8 Cav II 3 Tdl, railed in, at start in 3603

Hauge point city/minor port road terminus hex 10B:3010: Nor 2-3-6* Mtn X 3, first railed, then moved into this hex; at start in 3608

Mountain coast rail (to Bergen) hex 10B:3114: Nor 1-6 Inf III 2/6Vl, regular moved in from 3310

Mountain rail (to Bergen) hex 3014: Nor 1-6 Eng III 1, regular moved in from 3311

Forest rail (to Bergen) hex 3015:

  • Nor 1-6 Inf III 1/3Tm, regular moved in from 3312
  • Nor 0-1-8 Cav II 1Ak, regular moved in from 3310
  • Ger 1 hit harassment marker

Bergen dot city/major port rail terminus hex 10B:3016:

  • Nor 2-3-6* Mtn X 4, never moved
  • Br 3-6 Inf X 24G, never moved
  • Nor 1-6 Inf III 4/9Hl, regular moved in from 3312
  • Nor 1-6 Inf III 3/8Rl, regular moved in from 3313
  • Br 0-6 Marine Cmdo II IC/A, recently disembarked
  • Nor 1st Inf XX HQ unit, railed in from 3608
  • Fr pos flk unit (AA=1). Recently disembarked
  • operative Nor C.V A type air unit based at the Bergen dot city airbase
  • Br BC TF Repulse (1 hit) in port
  • Br Skua (C code) DF type FAA air unit on the CAP mission over the Bergen hex

Isle of Sorta, at hex 10B:3017: Nor 0-1-8 Cav II 2 OP, repl unit moved in from Bergen hex across the narrow straits hexside.

All sea hex 10B:2430:

  • Br BB TF Rodney
  • Br CV TF Furious carrying the inoperative Sea Glad (C code) F type FAA air unit

Scotland holding box:

  • Br RM 0-1-4 Fort X RMFU

Orkney Islands holding box:

  • Br CA TF Cruiser-1
  • Br CV TF Glorious carrying the operative Sword-1 (VC code) A type FAA air unit
  • Br CV TF Ark Royal
  • Br BB TF Valient (2 hits)
  • Br CA TF Cruiser-1 (4 hits)
    Note: all five of these Br TFs have replenished their fuel earlier this turn.

Near the end of the movement phase the Axis player flies the Me 109E F type air unit based at the 3-cap airfield at 10B:3720, on the SW Norwegian coastline, on the CAP mission over clear terrain coast hex 3117, adjacent to Allied held Bergen to the SW, where the two Ger 2-6 Inf IIIs C are besieged.

Note: at the start of the Allied initial phase the Norwegian factory marker is removed from Axis controlled hex 10B:3606 per Rule 37D-Factories.

Combat Phase

The Allied player does one attack this turn. From the Bergen dot city/major port hex (10B:3016) he attacks the two isolated and unsupported Ger 2-6 Inf IIIs C boxed in on the tiny peninsular spit of clear terrain beach at adjacent coast hex 3116 to the SW of Bergen. These two Axis ground units are in special supply by virtue of the several supply points successfully air dropped in their hex the previous Axis turn. The Allied player can muster 7 ground attack factors to the Axis side’s total of 2 factored defense factors; making for a possible 3 to 1 attack. Overhead hex 3116 the LW Me109E F type air unit flys the CAP mission, which effectively nixes the possibility of the flimsy and obsolete Nor C.V A type air unit, based at Bergen, from offering its GS factor of 1 to the attack, which would then allow for a 4 to 1 attack. The Allied player rolls the die for a 3 to 1 attack and comes up with a 4: a DR, which in this cornered situation with no avenue of retreat is as good as a DE. After combat he moves the Nor 1-6 Inf III 4/9Hl into hex 3116.

Exploitation Phase

1st Naval Movement Step

First thing, the Axis player calls for the He 111H4 (S code) B type air unit based at the Oslo hex to do a naval strike air mission against the Br BC TF Repulse (1 hit) in port at the Bergen hex, before the naval unit has a chance to sail back to the British Isles. Perhaps unwisely, the Allied player has kept it in port up to the end of the 5th naval movement step of his movement phase, at the time thinking by this tactic to risk only one Danger Zones Chart dice roll instead of two on the voyage back to the Orkney Islands holding box. On the other hand, the Axis player held back until after the Allied movement phase to commit the He 111H4 air unit based at Oslo, in case it was needed for DAS in the combat phase for the exposed Ger 3-10 Mot Inf X 11 at mountain road hex 3212, adjacent on three hex sides to the busy Allied controlled transportation line leading to Bergen, along which so many Norwegian ground units were moving westwards towards that Allied strong point. At this point late in the game he doesn’t particularly care about the hazards of the relatively weak Br Skua (C code) DF type FAA air unit flying the CAP mission over the Bergen hex or the 3 factor flack shot ability of the Repulse TF in the port. Feeling plagued throughout this game by bad luck in many important dice rolls done in the required assortment of aggressive risks taken in executing his invasion of Norway, the Axis player now opts to see if perhaps this time his luck will turn for the better.

Upon the arrival to the Bergen target hex of the He111H4 air unit for its naval strike air mission, the Allied player opts to switch his Skua DF type air unit on the CAP mission to the fighter interception mission, and goes after the incoming LW bomber unit. In this situation the Skua’s DF type’s 2 air attack strength goes against the He 1114 B type’s air defense strength of 4. Although not specifically specified in the list of Modifiers found below the Air Combat Results Table, it’s assumed for now the Allied player uses a -1 dice roll modifier for his Skua being an F type vs B type when using the -2 attack differential column for his air combat dice roll. The Allied player’s dice roll is a 9: a miss. Then the Axisplayer rolls on the +2 attack differential column with a +1 dice roll modifier for a B type vs an F type. The Axis player’s roll is a 6, which modifies to a 7: a return. And so the Allied player flies his Skua DF type air unit back to the Orkney Islands; and there the Skua (C code) FAA air unit lands on the deck of the Ark Royal aircraft carrier, becoming inoperative.

Finally, the Allied player aims his 3 factor flack shot from the BC TF Repulse (1 hit) and rolls a 4, which modifies to a 5: a return. And so the frustrated He 111H4 B type air unit returns to the Oslo airbase and lands there inoperative, unable to follow through on its naval strike air mission against the Allied held Bergen hex.

The Br combat naval group at all-sea hex 10B:1604, comprising the BB TF Rodney and the CV TF Furious carrying the inoperative Sea Glad (C code) F type FAA air unit, spends 4 MPs moving west and then enters the Orkney Islands holding box, where its spends its remaining 26 MPs of the current naval movement step replenishing its fuel. At the beginning of its naval movement step it rolls a 9 on the Danger Zones Chart.

The large Western Allied combat naval group in the Trondheim port hex lifts anchors and heads back into the Norwegian Sea, spending its 30 MP naval movement step allowance to finally reach all-sea hex 10B:2025, just east of the Shetland Islands, presumably on its way home to the Orkney Islands holding box. This combat naval group consists of the following naval units:

  • BC TF Renown
  • Fr CL TF Cruiser-1
  • Br CL TF Cruiser-3
  • Br CL TF Cruiser-4.

Upon expending its 1st MP and thus leaving the Trondheim harbor and being “at sea” in the Trondheim hex, this naval group rolls a 6 on the Danger Zones Chart.

At the Bergen port the Br BC TF Repulse (1 hit) lifts its anchors and voyages NW, spending 22 MPs to eventually enter the Orkney Islands holding box, where it spends its remaining 8 MPs of the current naval movement step beginning to replenish its fuel. Upon leaving the Bergen port this naval unit rolled a 2 on the Danger Zones Chart.

2nd Naval Movement Step

The Western Allied combat naval group at all-sea hex 10B:2025, consisting of the Br BC TF Renown, the CL TF Cruiser-3, the CL TF Cruiser-4, and the Fr CL TF Cruiser-1, spends 11 MPs sailing SW and eventually enters the Orkney Islands holding box. There the BC TF Renown spends its remaining 19 MPs of the current naval movement step beginning to replenish its fuel. From the Orkney Islands holding box the three Western Allied CL TFs spend 17 MPs, per the SoS Allied Game Chart, voyaging off-map to the Scotland holding box, where all three TFs spend their last 2 MPs of the naval movement step beginning to replenish their fuel. At the start of the naval movement step while still at sea on the game map board, the Western Allied naval group rolls a 9 on the Danger Zones Chart. No Danger Zones Chart dice rolls are required when voyaging off-map from one holding box to the other, I believe.

At the Orkney Islands holding box the BB TF Rodney and the CV TF Furious carrying the inoperative Sea Glad (C code) F type FAA air unit spends 4 MPs completing its fuel replenishment. Also in the holding box, the Br BC TF Repulse (1 hit) spends 22 MPs finishing its fuel replenishment.

3rd Naval Movement Step

In the Orkney Islands holding box the BC TF Renown spends 11 MPs finishing its fuel replenishment. Note that some of the Allied TFs have in fact replenished their fuel twice in the current Allied player turn. Rule 34B1-Low Fuel indicates that “at the end of each player turn the phasing player checks the fuel status of each of his naval units. If the naval unit did not replenish (per section B3 below) during the player turn, it has low fuel.” So technically the SoS rule doesn’t expressly state that a TF ought to refuel “after” a long voyage done in a player turn, just that it ought to refuel “during” the player turn; if not “it has low fuel.” Anyway, in this current Campaign for Norway game I’m trying to replenish “after” each voyage of a TF, if possible. Comments by interested wargamers on this point are of course welcome.

In the Scotland holding box the three Western Allied CL TFs spend 28 MPs replenishing their fuel at the naval base there.

4th Naval Movement Step

This late in the wargame, with so many things apparently going favorable for them in the Norwegian campaign, the Allied player ponders whether sending the British navy out to sea with the intentions of blocking potential Kriegsmarine naval operations in the upcoming May II 40Axis turn are worth the risks. After all, the Allies still hold securely both Trondeim and Bergen, have sunk the Scharnhorst and Blucher, and the A. Hipper, the Lutzow, and the Gneisenau are barely afloat. The VP tally for hits done to Axis heavy TFs (see Rule 27A-Intro) is exceptionally steep. In any event, any non-phasing Allied naval groups on map at sea in the Axis player turn would almost certainly have to endure at least ten dice rolls on the Danger Zones Chart, with a possible Axis pot shot die roll if any “12’s” came up.

However, a preliminary Scenario Victory Point analysis done this turn reveals the shocking fact that the Axis player is nevertheless evidently well ahead of the Allied player in VPs. Maybe more on this Scenario VP issue later, after further study.

In the final wargame analysis the Allied player feels that perhaps the global great power wartime prestige of the British navy is at stake, and so fearlessly despatches to sea a large and powerful combat naval group from the Orkney Islands holding box, and has it end its move at all sea hex 10B:1608, in the midst of the Norwegian Sea, six hexes due north of the Norwegian off-shore isle of Otr (2208), situated in between the exposed and vulnerable Norwegian point cities/standard ports of Kristiansand (2206) and Alesund (2310). This naval group is composed of the following British naval units:

  • BB TF Rodney
  • BC TF Renown
  • BC TF Repulse (1 hit)
  • CV TF Glorious carrying the Sword 1 (VC code) A type FAA air unit
  • CV TF Furious carrying the Sea Glad (C code) F type FAA air unit
  • CV TF Ark Royal carrying the Skua (C code) DF type FAA air unit.

Upon entering all-sea hex 10B:2433 the combat naval group rolls a 7 on the Danger Zones Chart.

Perhaps part of this military decision was compelled by reading the fact that historically British domestic dissatisfaction, inflamed by influential public criticism, of the results of the Norwegian campaign was the immediate cause of the downfall of the Chamberlain government on May10th, on the very day of the Nazi German blitz of the Netherlands, Belgium, and Luxembourg, and just prior to the Allied capture of Narvik. 16 days later, in the midst the military crisis in the French campaign, General Ironsides loses his job as British chief of staff, one of the masterminds of Allied Scandinavian military strategy.

5th Naval Movement Step

All Allied naval units remain where they’re at on the SoS game maps or in the two off-map holding boxes.

Ground Movement Sub-Phase (c/m units only)

The Allied player decides to fly the Nor C.V A type air unit based at the Bergen dot city airbase (10B:3016) on the air transfer mission to the Trondheim reference city airbase at 5C:2432.

At the end of the exploitation phase the Br Glad (*) F type air unit on the CAP air mission over the Trondheim hex rebases at the 1-cap permanent airstrip at 5C:2431, adjacent to Trondheim to the east.

The LW Me 109E T type air unit on the CAP air mission over the clear terrain coast hex 10B:3116 returns to base at the 3-cap permanent airfield at 3720, on the SW coast of Norway.

May I 40 Axis Turn

Initial Phase

This turn the weather die roll is a 2: Mud in zone A, Clear in zones B and C. This ought to be good for the Axis player and I believe it is the historical weather in Norway for the actual campaign, at least for weather zone C and evidently for weather zone A, as there it can only be mud this turn.

With the clear weather in southern Norway, which is in the C weather zone, the Axis supply problems in the Oslo zone seem to vanish. The German ground and air units in the Oslo vicinity can easily count 7 overland hexes to the contiguous string of Axis controlled rail line hexes running back to at least the Axis owned functioning minor port of Larvik (10B:4311) in southern Norway along the Skagarrak coastline, through which a naval-element supply line per Rule 34F can be traced which I believe is beyond the the naval combat zone of the Norwegian intrinsic CD at Fredrikstad (4309), with a strength of 2. In any event there are still 10 supply points available at the Oslo airbase. These supply points were delivered in the Apr II 40 Axis movement phase and will be removed from the map at the end of this initial phase.

However, a black U-1 supply marker is placed on the Axis held Narvik hex to indicate that the Ger 2-8* Mtn III B and the LW 0-8 Lt AA II II/33 units stacked there are now out of supply by virtue of the blocking naval combat zones of the Br CA TF Cruiser-1 naval unit at sea at the isle of Tjelde hex at 5C.0:0812.

The perhaps almost forgotten and definitely isolated two unsupported Ger 2-6 Inf IIIs C at clear terrain coast hex 10B:3117, to the SW of Bergen (3016) are still technically red U-2, but are still in special supply in the initial phase supply determination check by virtue of the two Axis supply points air dropped there in the movement phase of the Apr II 40 Axis turn. These two Axis supply points will be removed from the game map at the end of this initial phase.

This turn all Norwegian and Western Allied (eg., Br or Fr) forces in Norway are in regular supply, either by an exclusively Norwegian supply source or by a supply line running to a functioning Allied port such as Trondheim, Bergen, or Harstad (5C:0712). Allied forces in this game tracing their supply line along the road across the narrow straits hexside to Harstad keep in mind Advanced Rule 43A4-Supply Lines.

Of particular importance in this Axis initial phase are the reinforcements and replacements segments. The Axis player does get the arrival of a Me 109E F type air unit reinf; but per the SoS German North Theater 1940-1945 OB no less than 21 LW air units (9 of them are Ju 52 T type air units) are now transferred to the West. This large LW air unit transfer marks a negative turning point in the offensive capabilities of the Germans in Norway.

After pondering the perceived realities of the gameboard, the Axis player decides to rebuild the destroyed Ger 2-8* Mtn III B in the replacement pool, using 2 of the 4 accumulated inf RPs calculated per the Production instructions found in the German North Theater OB found on pp. 45-46 of the SoS OB. This turn he receives an additional Ger inf RP, leaving him a new accumulated total of 3 Ger inf RPs at the end of the initial phase. The isolated Ger 2-8* Mtn III B fetched him no special replacement points when it was eliminated at the Trondheim hex in the Apr I 40Allied turn combat phase. The replaced mtn III is placed in the Northern Germany holding box, where among other items there is also an unused Ger mine point. This build empties the Axis Replacement Pool.

Of particular interest is the Axis air cycle this turn. So far neither the Allies nor the Axis have had any available ARPs. The British must await their Scenario player turn OB ARP arrivals, and the Norwegians and Germans get their ARPs per the SoS Grand Europa OB information under the Production heading. For the case of the Axis air cycle in the May I 40 Axis initial phase, the S0S German North Theater OB says “the Axisplayer receives ARPs on the I turn of each air cycle at the following rate:…LW: 0.5 ARP for every LW air unit in play,” which “…includes all those on the map and in the aborted or eliminated boxes.” So, in this initial phase is the Ger ARP calculation done at the “in play” tally of 31 found at the beginning of the player turn, or at the reduced “in play” tally of 10 arrived at after the transfer to the West of the 21 LW air units per the Ger North Theater OB? Does the Axis player now receive 15 Ger ARPs, or 5? For now and for the current EA game report I say 5, but of course invite and will appreciate input from more knowledgeable EA members more acquainted with the SoS rules.

The Axis player uses one of the 5 available ARPs to bring on-map the at start aborted He 111H4 (S code) B type air unit that was not transferred to the West, leaving him 4 ARPs at the end of his initial phase. This build empties the German Game Chart aborted box. He places it and the Me 109E F type air unit reinf at the Oslo airbase, where also is based the at start Me 110C1 F type and the He 111H1 NB type air units.

By the end of the current initial phase the Axis player has also accumulated 2.5 resource points: 1.5 in the Northern Germany holding box (the .5 comes in this initial phase per the OB) and one still at the Kiel partial city/major port hex at 13A:1421, where there is also an unused Ger mine point.

Moving down the SoS Master Sequence of Play Summary, both players make all their on-map air units operative. Since neither side’s airbases are stacked with air units in excess of the base’s capacity, none are subsequently flipped back inoperative due to an excess capacity instance.

The non-phasing Allied player has the S. Glad (C code) F type FAA air unit based at the 1-cap permanent airstrip at Bardufoss (5C:0708) fly the CAP air mission over the Narvik hex at 5C:1010.

Interestingly, the Axis player assigns none of his air units to the naval patrol air mission, but the Allied player assigns the Sword 1 (VC code) A type and the Skua (C code) DF type FAA air units on board the carriers (Glorious and Ark Royal, respectively) part of the powerful Allied combat naval group at sea at hex 10B:1611 in the Norwegian Sea. Also assigned to the naval patrol air mission are the Br Whit 5 and Br Well 1C NF type air units based at the 1-cap permanent airstrip at 5C:2431 and at Trondheim, respectively.

Only after the Allied player assigns his naval patrol missions does the Axis player announce that the Me 109E F type air unit based at the 3-cap permanent airfield at Norwegian coast hex 10B:3720, adjacent to Stavanger, will do a CAP air mission over the Bergen hex (3016).

Movement Phase

1st Naval Movement Step

The first thing the Axis player does in his naval movement sub-phase is send the He 115B (SF code) B type air unit based at the 3-cap permanent airfield at 10B:4415, adjacent to Kristiansand, on an air drop transport mission carrying four supply points to the target hex at clear terrain coast hex 10B:3117, where the two isolated and unsupported 2-6 Inf IIIs C are holed up by the formidable Allied forces at the adjacent Bergen dot city/major port at hex 10B:3016. The Axis player is quite relieved when 3 of the supply points successfully air drop undisrupted per the die rolls on the SoS Disruption Table. For those interested, note that SoS supply points, which are certainly air transportable, provide full attack capability for units drawing “special” supply from them. The He 115B air unit returns to base at the 3-cap permanent airfield at 10B:5014, on the NE coast of the Danish peninsula.

The second thing the Axis player does in the 1st naval movement step is send the Ju 52 T type air unit based at the 3-cap permanent airfield at 10B:4415 on the southern Norwegian coastline on “…a one-way regular transport mission at extended range, with a range thee times its printed movement rating, but [with] its cargo capacity…halved.” This is per Rule 23C-Extended Range. The transport’s cargo is two supply points; the target hex is Narvik (5C:1010). It does this air op at night per Rule 23E-Night Air Operations. By doing the air transport mission at night it avoids interception by the S Glad F type FAA air unit on the CAP mission over the Narvik hex. Upon landing at night at the Navik reference city airbase the Ju 52 T type air unit rolls a 2 on the Success Table: a failure, which means it is placed in the aborted box, but to the best of my knowledge the 2 supply point cargo itself arrives safely at the Narvik airbase, just as when an air transport’s cargo safely returns to base if the transport suffers an abort due to flack or air combat results while in flight per Rule 20F (Intro)-Transport.

Next the Axis player is compelled to analyze how he will divide his now quite depleted available LW tac bombing assets between what he perceives as their two main missions this turn: a Naval Strike air mission against the two Br TFs still afloat at the Bergen harbor prepped for NGS, and GS air missions against Allied ground units needing to be attacked in the Axis combat phase. By necessity this analysis requires some preliminary study of the movement of Axis ground units into attacking positions.

Having arrived at his conclusions, the Axis player announces a Naval Strike air mission against the Br BB TF Valiant and the CA TF Cruiser-2 (w/ 3 hits) in the Bergen harbor (3016) using the two He 111H4 (S code) B type air units based at the 3-cap permanent airfield at hex 10B:3720 on the SW coast of Norway, the newly arrived He 111H4 (S code) air unit at the Oslo airbase (4007), and the Ju 87R D type air unit based at Stavanger (3619). The Me 110C1 F type, the Me 109E F type, and the He 111H1 NB type air units remain operative at the Oslo airbase for other uses later. There is also a Mixd T (F code) T type air unit operative at the reference city/major port of Aalborg, at hex 10B:5515 in NE Denmark. There are no other available operative LW air units on the board maps.

First come the dice rolls on the SoS Antiaircraft Fire Table for the 2 strength flack shots done by the BB TF Valiant. The results are: for the Ju 87R: 4, a return; for the three He 111H4 (S code) air units: 5, 8, and 12: all flack misses. Then, using the “1” column (w/ a +1 die roll modifier) of the Naval Combat Table, six dice are rolled for the added total of 6 tac factors of the three bombing He 111H4 (S code) air units; the results are a 1, a 2, three 4’s, and a 6: one hit. A random pick gives the Valiant TF the bombing hit. All the attacking LW air units return to their respective airbases.

After doing this Naval Strike air mission, it is decided to do a “re-do” correction of the Axis Naval Patrol and Naval Strike air missions incorrectly done on the Apr II 40 Allied turn in order to try to maintain the integrity of the current game. The solution is simple: the Axis player now gets 6 die rolls on “1” column (w/ a +1 die roll modifier) of the Bombing Table to account for those rolls incorrectly not done on the Apr II 40 Allied turn for the LW air units that then successfully got past the Valiant TF’s 2 factor flack shots in both of the air mission situations. Incredibly, none of the 6 die rolls are above 4: all misses!

It is also decided that at least in this game naval units will not replenish “in conjunction” with preparing for NGS; and I will wait and see if there’s any further input at the EA on this matter. Right now I’m tentatively inclined to thinking that they can’t. In this situation I believe that a red U-1 supply status marker ought to have been placed on top the Br combat naval group in the Bergen harbor at the end of the Apr II 40 Allied turn, as evidently called for by Rule 34B1-Low Fuel. I’ve already provisionally committed (read: redo) to not refueling “in conjunction” with the preparing for NGS done there; and the Br combat naval group in the game otherwise did not “…replenish…during the player turn…” and thus per the rule “it has low fuel” now. There just might be something not right with aspects of the low fuel concept of the Naval Supply Considerations rule, at least for naval units voyaging for the first time in the Scenario. This is the situation for the BB TF Valiant (w/ 1 hit) and the CA TF Crusier-2 (w/ 3 hits) on their “maiden” voyage in the Scenario from the Orkney Islands holding box to the Bergen port hex. Its ramifications can lead to the absolutely ridiculous situation which demands that a naval unit that needs to have a replenished fuel status by the end of the player turn might be compelled to expend 1 MP to move out of the port or holding box to “at sea” and then expend 1 MP to move backwards into the port and there ultimately spend the 30 MPs needed to replenish its fuel, and only after this continue on its intended voyage. Doing this carnival side show act at the EA might actually be worse than going ahead and having the Br combat naval group in the Bergen hex replenish its refuel at the Bergen naval base in the May I 40 Allied movement phase naval movement sub-step, thereby giving the LW air units yet another opportunity for a Naval Strike air mission, not to mention Naval Patrol air missions.

Having once again seen his chances of capturing the Bergen hex dashed by the dice, the Axis player now has no reason to implement Plan 1 and sail the Kriegsmarine to the dangerous Norwegian coast isle hex of Sorta, at 10B:3017, adjacent to Bergen; and so decides to kick in alternative Plan 2 later in the naval movement sub-phase. For those who want to know, the essence of admittedly desperate Plan 1 was, assuming no Allied NGS or DAS at Bergen (10B:3016), to utilize at least 9 survining Kriegsmarine NGS strength points from the adjacent Sorta hex 3017, at least 3 LW GS tac factors, and an unsupported Ger ground unit attack using the two 2-6 Inf IIIs C cornered in at adjacent hex 3117 to achieve at best a raunchy 3 to 1 -1 (for the rough terrain at the Bergen hex), assuming a clear weather combat attack.

Meanwhile, at point city/standard port Frederikshavn at 10B:5013 in NE Denmark a Ger NTP spends its 30 MP naval movement step allowance completely embarking the LW 1-10 Mot Hv AA II I/32.

In the Greater Germany holding box the Flotilla-1 DD TF spends 27 MPs using the Kiaser Wilhelm Canal to move into the Baltic Sea and sail northwards through the Danish archipelago to the Danish port of Frederikshavn, where it spends its last 3 MPs beginning to embark the Inf XX HQ unit C. The old B TF Schlesien spends 30 MPs completely embarking the 1 mine point remaining in the Greater Germany holding box. Also in the Greater Germany holding box a Ger NTP spends 30 MPs completely embarking the LW pos flk unit there and also two supply points. The Flotilla-2 DD TF at the Greater Germany holding box spends 30 MPs completely embarking the recently replaced Ger 2-8* Mtn III B. Plan 2 is gearing up.

There still remain four unused Ger NTPs.

2nd Naval Movement Step

The DD TF Flotilla-1, carrying the Inf XX HQ unit C, leaves the Danish standard port of Frederikshavn at 10B:5013 and spends 21 MPs sailing through the Nordic Straits, entering the North Sea at all-sea hex 10B:4518, and finally enters the Norwegian standard port of Stavanger (3619), where it spends 9 MPs beginning to disembark the Inf XX C HQ unit. Upon entering the North Sea the DD TF rolls a 10 on the Danger Zones Chart.

The Ger NTP loaded with the LW 1-10 Mot Hv AA II I/32 also leaves the port of Frederikshavn and spends 9 MPs sailing NNW to Kristiansand (4416) where it spends 21 MPs beginning to disembark the motorized flack II there.

3rd Naval Movement Step

A large mixed naval group leaves the Greater Germany holding box comprised of the following Kriegsmarine naval units:

  • BC TF Schrnhrst
  • BC TF Gneisenau
  • B TF Schlesien, carrying 1 mine point
  • CA TF Blucher
  • CA TF A. Hipper
  • CL TF Cruiser-1
  • DD TF Flotilla-2, carrying the *2-8 Mtn III B
  • Ger NTP carrying, 2 supply points and a pos flk unit.

The mixed naval group sails northwards and enters SoS map E10B(SW) at 10B:5122 on its 15th MP and continues bearing northwards to all-sea hex 3621, two hexes west of Stavanger (3619), ending the naval movement step there. It rolls a 7 on the Danger Zones Chart upon entering map E10B(SW). At all-sea hex 4421 it enters the reaction zone of the battered Br combat naval at port in the Bergen hex. Perhaps surprisingly, it opts to roll on the Success Table for a non-phasing naval group reaction attempt, but comes up with a 3: failure. Per the Success Table Die Roll Modifiers there is even a +1 die roll modifier “if phasing NG is a mixed and reacting NG is combat.” If the reaction had been successful the Br combat naval group in the Bergen hex would have spent its 15 MPs beginning to replenish its fuel. Desperate men do desperate things.

The B TF Schlesien, carrying 1 mine point, breaks off from the mixed naval group at all-sea hex 4121 and veers NE two hexes to the Allied controlled Norwegian minor port of Egersund hex at 10B:4019 on its 21 MP. There while “at sea” in the Egersund coast hex it spends its last 3 MPs of the naval movement step beginning to sow its mine point there.

Meanwhile, the DD TF Flotilla-1 spends 21 MPs to finish disembarking the Inf XX HQ unit C at the Stavanger reference city/standard port hex at 10B:3619. It then lifts anchors and spends 3 MPs to join the mixed naval group at nearby all-sea hex 3621. To the Axis player’s dismay the DD TF rolls a 12 on the Danger Zones Chart: contact, upon entering the North Sea. The subsequent die roll on the “1” column of the Naval Combat Table comes up a 5: a miss. A close call at evidently the beginning of a long and dangerous voyage.

At the point city/standard port of Kristiansand on the southern Norwegian coastline the LW 1-10 Mot Hv AA II I/32 finishes disembarking from the Ger NTP. Per the SoS Naval Transport Costs Summary it will have 4 MPs left in the ground movement sub-phase.

4th Naval Movement Step

At the Allied controlled minor port hex of Egersund (10B:4019) on the SW coast of Norway, the B TF Schlesien first rolls a 5 on the Danger Zones Chart, then spends 2 MPs to finish sowing its 1 mine point cargo off-shore at sea at the minor port coast hex. Afterwards it uses 26 MPs to sail south through the North Sea, entering the Greater Germany holding box on its 28th MP. There it spends the last 2 MPs of its naval movement step allowance beginning to replenish its fuel. It will not go along with the large Kriegsmarine naval group off-shore from Stavanger because of the -1 die roll modifier for any type B naval unit in a naval group attempting to disengage from naval combat.

The mood is grim at all-sea hex 10B:3621, two hexes west of Axis held Stavanger. Here the large German mixed naval group, now strengthened with the addition of the DD TF Flotilla-1, knows it is sailing into harm’s way. After the Danger Zones Chart die roll (a 3) the Axis player does a frankly last minute “change in plan” and removes from the mixed naval group the Ger NTP carrying the LW pos flk unit and the two supply points and has it spend 3 MPs sailing east, where it enters the port of Stavanger and spends its remaining 27 MPs beginning to disembark all its cargo there. So what happened? Well, after further studying Rule 29-Naval Combat, the wargamer finally focused on the Disengagement Summary found on SoS Game Play Chart (2) and pondered the -2 modifier for any naval group containing a NT attempting to disengage from naval combat. The more the Axis player studies and experiments with Rule 29-Naval Combat the more certain he is that in order for the Kriegsmarine task force to survive the dangerous voyage ahead, all naval combat liabilities must be removed. If the Kriegsmarine combat naval group continues to head north, the implication is that this relatively weaker force must either count on evading British reaction movement die rolls on the Success Table or else successfully disengage quickly from naval combat against more powerful British naval group at 10B:1611.

The now newly reconstituted combat naval group (it is no longer a mixed naval group) then slowly begins counting the hexes of its NNE voyage route, skirting along the Norwegian Atlantic coastline, with the Allied player closely watching. Interestingly, the Allied player hesitates for the time being to do either naval reaction die rolls or initiate Naval Patrol air missions, evidently biding his time for an optimal moment. The Kriegsmarine naval force sails past Haugensund (3319), and at hex 3119, next to the coast isle of Hufta, enters within 15 sea hexes of the powerful Br combat naval force at all-sea hex 10B:1611. It sails past just west of the dangerous isle of Sorta (3017) and continues past the Norwegian coast isle of Indre Sula (2615) with still no Allied Naval Patrol air missions or naval reaction movement die rolls. Then the Axisplayer announces the beginning of 10 MPs of naval night movement on his 13th MP of the naval movement step at all sea hex 2415, a little south of the great eastern bend of the Scandinavian peninsula. This takes the Allied player by surprise. He hastily counts the 15 sea hex naval reaction range for the Br naval group in the Bergen port, but is relieved after he decides he can still wait until the Ger combat naval group’s first daylight move to then do a die roll for a reaction attempt during the current naval movement step.

For the German sailors of the combat naval group so far away from friendly waters, dawn begins again, perhaps for the last time, at their movement into all-sea hex 10B:2107, one hex NW of the Norwegian standard port of Kristansund (2206) and exactly 23 MPs into the naval movement step. Here the Allied player tells the Axis player to stop his naval movement.

The Allied player studies Rule 27D-Naval Movement Sequence, Rule 28 [Naval] Movement and Combat, Rule 27B5-Naval Combat Zones, and Rule 29-Naval Combat (Intro). Then the Allied player announces a Naval Patrol air mission by the Br Whit 5 NB type air unit based at the 1-cap permanent airstrip at 5C:2431 and the Well 1C NB type air unit based at the adjacent Trondheim reference city airbase (5C:2432). Each air unit rolls for a contact attempt on the Success Table, with a cumulative +2 die roll modifier, and comes up with two 3’s, which modifies to two 5’s: two Successes. Then the Axis player rolls for the flack shots done by the BC TF Gneisnau, per Rule 22B1-[AA] Restrictions against the two Br NB type bombers, using the “3” column (no modifiers) of the Antiaircraft Fire Table. The Whit 5 air unit is returned by the Gneisnau’s flack shot, but battle cruiser’s flack misses the Well 1C air unit. One die is rolled (for the Well 1C’s 1 tac factor) using the “1” column of the Bomber Table: a 1, a Miss. The two Br NB type air units return to their respective airbases inoperative.

After doing the Naval Patrol air mission attacks the Allied player decides to roll on the Success Table for a non-phasing naval reaction attempt by the Br combat naval group in the Bergen harbor hex (10B:3016), exactly 15 sea hexes from the Ger mixed naval group at 10B:2107. The die roll is a 5, with no modifiers: success. The Br BB TF Valiant (1 hit) and the CA TF Cruiser-2 (2 hits) in the Bergen harbor hex then spend their 15 MP naval reaction movement allowance beginning to replenish their fuel.

Next the Allied player chooses to roll on the Success Table for a non-phasing naval reaction attempt by the large Br combat naval group at 10B:1611, with no modifier. The die roll comes up 6: Success! Note: for the four May I 40 Axis turn naval movement steps of the movement phase done so far, all this Br combat naval group’s Danger Zones Chart dice rolls have been no contact.

The Allied player first moves his large combat naval group from 10B:1611 two hexes SE to 1710, exactly five hexes away from the German combat naval group at 2107. There he pauses and announces another Naval Patrol air mission, using the Sword 1 (VC code) A type FAA air unit aboard the CV CG Glorious and the Skua (C code) DF type FAA air unit aboard the CV CG Ark Royal. Because they are based in the same hex the two FAA air units do together a single die roll for a combined naval patrol contact attempt on the Success Table, with a big +3 modifier for the calm sea conditions. The roll is a 5: success. Both FAA air units take off from the British carriers and fly to the target hex at 2107. Upon arriving there the Axis player does his flack shot dice rolls for each FAA air unit, once again using the “3” column of the Antiaircraft Fire Table for the BC TF Gneisnau’s 3 flack factor. The Sword 1 A type air unit takes a 7, which modifies to a 6: still a miss. But the Skua DF air unit takes a 3: an abort. Finally the Sword 1 (VC code) A type rolls two dice on the “1” column of the Bombing Table, w/ a +1 modifier for being a code C/V air unit and scores two 5’s: 2 hits! Then each hit is randomly applied to the complete lot of affected Kriegsmarine TFs. This random drawing is done twice and the results are: CA TF A. Hipper (1 hit) and BC TF Schrnhrst (1 hit).

After assigning bombing hits to the affected naval units the Sword 1 rebases inoperative on the CV CG Glorious. Presumably the aborted Skua FAA air unit’s remnants rebase aboard the Ark Royal, even though the Skua DF type air unit counter is certainly placed in the aborted box of the Allied Game Chart. This might be a factor if the Ark Royal is sunk this turn.

Then, after the Naval Patrol air mission is finished, the Br combat naval group resumes its reaction movement, with 13 MPs remaining. However, the Glorious and Ark Royal CV CG’s split off from the main combat naval group at 1710 and together high tail it 13 MPs to the NW, ending their naval reaction move at remote all-sea hex 10B:0416. The Br main combat naval group at 1710 (now minus the two carriers) spends 3 MPs bearing SE and moves into to all-sea hex 10B:1908, two hexes NW of the Axis combat naval group at all-sea hex 2107. At this point, per Rule 27B5, this Br naval group doing its reaction movement has moved into the naval combat zone of the phasing Axis naval group, which contains no less than four heavy TFs, each possessing a 2 sea hex naval combat zone radius. Per Rule 28C “naval combat occurs during naval movement steps…when… a naval group (phasing or non-phasing) enters…a hex in the naval combat zone …of an enemy naval group….”

The wargamer studies Rule 29-Naval Combat to follow the naval combat steps. First is Preparation. The Allied player places all four of his heavy TF naval units into the Naval Screen grouping. These are the BB TF’s Rodney and Warspite and the BC TF’s Renown and Repulse. The Axisplayer groups into his Naval Screen the BC TF Gneisenau, the BC TF Schrnhrst (1 hit), the CA TF A. Hipper (1 hit), the CA TF Blucher, the CL TF Cruiser-1, and the DD TF Flotilla-1. The Axis player groups into his Main Body only the DD TF Flotilla-2, carrying the 2-8* Mtn III B.

After the initial/preliminary Preparation is finalized, then evidently commences the actual naval combat, done in rounds. Since this is the first round of naval combat, per Rule 29B1a-Range Step, “…the round takes place at long range;” evidently range change determinations are resolved between the players only in “subsequent” rounds, and never in the first.

Next comes the Naval Screen Allocation Step. Since the Allied player has no Main Body group the Axis player, per Rule 29B1B, allots his whole Naval Screen as “the engaging group that will attack the enemy Naval Screen….” In the case of the Allied player, since “…the range for the current round is long, …[the Allied] player’s screen must be assigned to the [enemy’s] engaging group.” Bypass attempts can be done only at short range. Evidently bypass attempts can be done only by naval groups with a larger number of engaging TFs than the opponent; evidently only this excess remainder of TFs not allocated to “the engaging group” may then be allocated to “the bypassing group,” but is not required to.

Finally, per Rule 29B1c comes the Engaging Group Firing Step. Note that only after both players have fired are results implemented, eg., firing is “simultaneous.”

Round 1, at long range:

In this initial round both sides coincidently make things easier for game reporting by firing at the enemy TF that is firing at it.

  • Rodney 7-pt BB TF fires at Gneisnau 4-pt BC TF, and vice versa
  • Renown 5-pt BC TF fires at A. Hipper 3-pt CA TF (1 hit), and vice versa
  • Repulse 5-pt BC TF fires at Blucher 3-pt CA TF, and vice versa
  • Warspite 6-pt BB TF fires at Schrnhrst 4-pt BC TF (1 hit), and vice versa

The Ger 3-pt CL light TF Cruiser-1 and 3-pt DD light TF Flotilla-1 are also in the Allied player’s exclusively heavy TFs’ shooting range, but at the present long range these Ger light TFs cannot fire at the British engaging group’s naval units.

The Naval Combat Table is consulted for the respective TFs’ firing; the naval combat strength column is used corresponding to the particular TF’s unit strength minus any previous hits. Current round firing results are implemented only at the round’s end.

The firing is bad, as no less than six die rolls are 3 or less: misses; but the CA TF Blucher scores a hit on the BC TF Repulse and the Warspite hits the Schrnhrst BC TF (already w/ 1 hit from the Sword 1 air unit’s torpedo attack), for a total of 8 shots fired in the round..

At the end of the round comes the interesting and revealing Disengagement step, per Rule 29D. The Axis player wants to disengage and the Allied player does not want to disengage. To break the impasse “…each player rolls a die, with the player attempting to disengage (only) modifying his roll as shown by the modifiers listed on the Disengagement Summary….” In this situation a white die is used for the Allied player and a black die used for the Axis. In the dice roll the Axis gets a 1 and the Allied gets a 5, with no modifiers.

Round 2:

First comes what appears to be the important “subsequent” range determination step. The Allied player probably wants to maintain the long range, thereby stiffing the Ger CL lt TF Cruiser-1 and DD lt TF Flotilla-1 included in the the Axis Engaging Group of Round 2, and thus preventing them from firing back at the Allied Engaging Group, although the Allied heavy TFs can certainly fire at them at the long range if they choose to.

The Axis player has the luxury of a choice: either choose to close in at short range and thereby allow his two lt TFs in the Axis Engaging Group to add their fire against the Allied Engaging Group, or choose to extend the range, by which, if he wins the impasse breaking die roll per Rule 29B1a, signifies an automatic disengagement. The main purpose of the Axis naval mission is to deliver the 2-8* Mtn III B to the Narvik hex and not to hunt down and tangle with powerful Allied combat naval groups, and so the Axis player wishes to extend the range. Using the black and white dice, the Axis rolls a 6 and the Allied rolls a 4: automatic disengagement.

Upon reading Rule 29D-Disengagement, it appears that first the Axis player, as the “…disengaging group, immediately moves per the rules of naval movement.” Additionally, “if a naval group disengages in a friendly naval movement step it resumes (or begins) its naval movement in the current naval movement step.” And so the disengaging Axis player forthwith moves away from all-sea hex 10B:2107 and high tails it eastwards, deliberately expending its last remaining 7 MPs of the 4th naval movement step. It initially heads 5 hexes due east and then abruptly dog-legs SW 1 hex (costing 2 MPs), ending its naval movement step move at the Norwegian coastal islet hex of Froya at 10B:2003, five hexes NW of Trondheim. This maneuver is a sure sign of desperation: he deliberately maneuvers off-course to the coastal isle hex to obtain the +1 disengagement die roll modifier for being in a coastal hex when the superior Allied naval force catches up with him and again initiates naval combat.

No, it’s not over yet, because the reacting Allied combat naval group remaining at hex 10B:1908, which is not at all the “disengaging” naval group, has only expended 5 of its 15 MP Reaction Movement movement allowance, per Rule 28B. Rule 28C-Movement and Combat says “when naval combat is initiated naval movement is temporarily suspended while the combat is resolved between the moving group and the enemy group…. Once combat is over, naval movement resumes.” Therefore I see no reason why the non-phasing Allied player shouldn’t at this particular point “resume” its Reaction Movement and continue spending the remainder of the 15 MP reaction allowance, if he wishes. In this case the Allied player certainly wishes to and chases after the Kriegsmarine combat naval group now on the run, cunningly spending 9 MPs to arc northwards way around the naval combat zone of the German combat naval group to arrive at all-sea hex 10B:1902, in a blocking maneuver two hexes away ENE from the Axis combat naval group now at island hex 10B:2003. Thus once again the Br combat naval group has “entered” the naval combat zone of the Kriegsmarine combat naval group, initiating naval combat for the second time. Note that the Br combat naval group at 1902 has 1 MP remaining in its reaction allowance.

And so, skipping all the preliminary rote procedures already done above and which coincidently also apply in this new, or second naval combat instance, we arrive at a new:

Round 1, at long range

In this initial round both sides again make things easier by firing at the enemy TF firing that is firing at it.

  • Rodney 7-pt BB TF fires at Gneisnau 4-pt TF, and vice versa
  • Renown 5-pt BC TF fires at A. Hipper 3-pt CA TF (1 hit), and vice versa
  • Repulse 5-pt BC TF (1 hit) fires at Blucher CA TF, and vice versa
  • Warspite 6-pt BB TF fires at Schrnhrst 4-pt BC TF (2 hits), and vice versa

Once again the Ger 3-pt CL lt TF Cruiser-1 and 3-pt DD lt TF Flotilla-1 are also in the Allied player’s shooting range, but at the first round’s automatic long range these Ger light TFs cannot fire at the British engaging group’s naval units.

This time the naval firing is more accurate: out of eight shots only two misses. The BC TF Gneisnau takes its first hit, as does the CA TF Blucher. The CA TF A. Hipper takes its 2nd hit, the 1st one coming from the earlier Sword 1 FAA air unit torpedo attack. The BC TF Renown and the BB TF Warspite each take their first hit, and the BC TF Repulse takes its 2nd naval combat hit.

In the Disengagement step, once again only the Axis player attempts to disengage; of course the Allied player still wants to scrap. The black and white dice are rolled: two 6’s. But the Kriegsmarine has a +1 die roll modifier for being in a coastal hex: this means Disengagement. Per Rule 29C “a disengaging naval group immediately moves, per the rules of naval movement. … If a naval group disengages in a friendly naval movement step it resumes (or begins) its naval movement in the current naval movement step.”

But the Axis combat naval group at the Froya isle hex 10B:2003 has already expended its 30 MP allowance of the 4th naval movement step. In fact in this situation his successful disengagement attempt appears to be the end of the current naval movement step. So, in my opinion this means that now the Axis player moves his disengaging Kriegsmarine combat naval group at the beginning of the 5th naval movement step “…per the rules of naval movement,” meaning with a full 30 MP allowance. The Br combat naval group at 10B:1902 is technically still in the midst of their ongoing reaction movement, and therefore cannot yet do a new reaction attempt. It appears that the most exquisite way to handle the situation is for the phasing Axis player to make the disengagement movement of the Kriegsmarine combat naval group at 10B:2003 his first order of business of the fresh 5th naval movement step. Then, as soon as possible (eg., either at the end of the said Axis combat naval group’s move or possibly when for some reason it must suspend its said movement), the non-phasing Allied player should then either move his reacting combat naval group at 10B:1902 its last 1 MP reaction allowance or else declare his reaction movement (begun in the 4th naval movement step) ended. Only then can it attempt a new reaction movement in the 5th naval movement step, if possible.

5th Naval Movement Step

After initially rolling a 6 on the Danger Zones Chart the Axis player moves his battered combat naval group blocked at the Norwegian isle of Froya hex (10B:2003). Only now is this Axis naval group in fact able to do its successful disengagement movement away from the naval combat done at the end of the 4th naval movement step. The Axis player takes care in his naval movement not to “reenter” the naval combat zone of the aggressive Br combat naval group two hexes away at 10B:1902. Accordingly the Axis player first moves his naval group 1 MP due West to all-sea hex 2004, thereby removing his endangered combat naval group out of the Allied player’s combat naval zone hex. Then he obligingly makes a wide northeastwards arc swing around the large two hex wide naval combat zone of the threatening Br naval group, eventually safely entering map 5C at all-sea hex 1633 on his 7th MP. Then he continues onwards at a NE bearing towards his intended destination, on the way entering at Norwegian Sea hex 5C:1225 the 15 sea hex reaction range of the Br CA TF Cruiser-1 naval unit lurking by the isle of Tjelde, guarding the entrance into the Narvik fjord. But evidently the Allied player once again bides his time, for now demurring from rolling on the Success Table for a reaction attempt.

Finally the shot-up Kriegsmarine combat naval group arrives at all-sea hex 5C:0815 on its 29th MP, only three coast hexes away from the Br CA TF Cruiser-1 at the Tjelde hex. At the beginning of the current naval movement step this “all alone” Br CA TF rolls a 9 on the Danger Zones Chart. But at this time the Allied player says, regarding the Axis naval group three hexes away to the SW: “I’ll roll for the reaction attempt on your last MP of the naval movement step.” “OK,” says the Axis player, “and the 30th MP will be the Ger naval group’s first night move.” Taken by surprise, the Allied player nevertheless rolls on the Success Table for his CA TF’s reaction attempt, but with a -1 die roll modifier for the phasing naval group moving at night; the roll is 2: failure.

Right after this the Allied player, after initially rolling a 5 on the Danger Zones Chart (for the current 5th naval movement step), moves the large Br combat naval group at 10B:1902, 1 MP NW to all-sea hex 10B:1802, completely ending this naval stack’s reaction move begun in the Axis 4thnaval movement step.

The two Br CV CGs Glorious and Ark Royal stacked together as a combat naval group at remote Norwegian Sea hex 10B:0416 roll a 9 on the Danger Zones Chart.

Far to the south on the SW Norwegian coastline, at the reference city/standard port of Stavanger at hex 10B:3619, the Ger NTP in the harbor spends 3 MPs finishing the disembarkation of the LW pos flk unit and the two supply points. Per the Naval Transport Costs Summary the LW pos flk point will be unable to move in the upcoming ground movement sub-phase.

Then in NE Denmark, at the reference city/major port hex of Aalborg (10A:5115), the four remaining Ger NTPs each spend their 30 MP naval movement step allowance completely embarking the Mtn XX HQ Unit A, the two wint Inf XX HQ units F and G, and the unsupported wint 2-6 Inf III G.

Finally, in the Greater Germany holding box the old WW I vintage B TF Schlesein spends 28 MPs finishing its fuel replenishment there, and remains at anchor until the end of the current naval movement step.

Axis Ground Movement Sub-Phase

The Ger Const III 6 at the 3-cap permanent airfield (w/ 1 hit) at woods coast hex 10B:4415 next to Kristiansand on the southern NorwaySkagerrak coastline spends 2 MPs repairing the hit of airfield damage there. Then the LW Mxd T (code F) T type air unit based at the reference city/major port of Alborg (10B:5115) in NE Denmark stages to the airfield at 4415, loads up the Const III 6 as cargo and air transports the ground unit to the Oslo airbase. The Mxd T floatplane air unit rebases at Aalborg in the Danish Protectorate.

The LW 0-8 Lt AA II I/611 and the LW 1-10 Mot Hv AA II I/32 at the point city/standard port of Kristiansand (10B:4416) regular move stacked together 4 hexes NW up the Norwegian rail line to rough terrain rail hex 4018, thereby per Advanced Rule 43A2-Ownership gaining control of all 4 transportation line hexes. The recently disembarked LW 1-10 mot hv AA II must end its regular movement at 4018. The LW 0-8 lt AA II continues regular moving by itself NW through the three remaining Allied controlled coast railway hexes, including the Egersund point city/minor port/rail hex at 4019, and ends its movement at the Axis controlled clear terrain coast rail hex 3720, containing the 3-cap permanent airfield where two He 111H4 (S code) B type air units are based inoperative. Then the Ger 1-6 Inf III C at the adjacent (to the north) reference city/standard port hex of Stavanger (3619) regular moves 4 hexes southwards along the Norwegian coast rail line to the Egersund port hex, where it doubles back to the Stavanger hex at 3619. By this maneuver the Axis player finally gains control of the important Norwegian coastal rail line running from Stavenger through Egersund and hence to Kristiansand and Arendal.

From woods rail junction hex 10B:4314, one rail hex NE of Arenthal on the coast, the Ger 2-1-10 Pz II 40 and the 1-10 Mot MG II 13 regular move 10 MPs stacked together NE up the Norwegian rail line all the way to woods rail hex 3809, crossing the demolished rail bridge hexside at the Dramas River to reach the last hex. In doing its regular movement it obtains for the Axis control of at least 5 important rail hexes on the way. The LW 1-10 Mot Inf II GG, also beginning at 4314, regular moves 10 MPs to mountain road hex 3614, in the midst of the remote Kjolen mountainous region in SW Norway.

The wint 2-6 Inf III F at the minor port of Drammen (4009), spends 2 regular MPs moving east across the demolished rail bridge hexside denoting the Dramas River to enter forest coast rail hex 4008. From there it spends 2 MPs regular moving SW into the important peninsular forest coast hex at 4109, thereby eliminating the powerful Norwegian intrinsic CD (w/ a strength of 5) located in the hex, dominating the Oslofjord’s approaches to the Oslo partial city hex at 10B:4007. It expends its last 2 MPs moving back through the woods onto coast rail hex 4008 again.

From clear terrain coast rail hex 4108, SW of Oslo, the wint 2-6 Inf III E, regular moves south four coast rail hexes along the eastern shore of the Oslofjord all the way to the Norwegian-Swedish coast rail border hex at 4408, then doubles back and ends its move at the important minor port of Fredrikstad (4309), at the mouth of the Oslofjord. In doing this movement it eliminates the troublesome intrinsic CD in Fredrikstad hex (w/ a strength of 2). With the elimination of the two aforementioned Norwegian intrinsic CD hexes guarding the Oslofjord choke points, the Axis player has finally this turn completely opened this waterway to the important Oslo hex to Axis shipping and supply.

From the Skagerrak minor port of Tonesberg at 4310, the Ger 1-8 Art X 109 regular moves northwards along the western shore rail hexes of the Oslofjord, crosses the demolished Dramas River bridge at Drammen, gives the Axis control of the 1-cap permanent airstrip at rough terrain coast rail hex 3908 by moving through it, parade marches through the Oslo hex, and ends its move at woods rail junction hex 4006, there preparing to attack the Nor 1-6 Inf III 2/5 Ol in hex 4005, across the demolished river bridge hexside.

From woods rail hex 3907, NE of Oslo, the wint 2-6 Inf III F first regular moves through hexes 3807 and 3808 (Honefoss), thereby gaining the Axis side control of these two rail hexes. At Honefoss the Ger inf III then wheels about face and marches 3 hexes eastwards, ending its move at rail hex 3906, adjacent to both Nor 1-6 inf IIIs across the river hexsides at 4005 and 3805.

The wint 2-6 Inf III G, also beginning the movement phase at woods rail hex 3907 (NE of Oslo), spends 4 regular MPs moving due East two hexes and crosses the river to woods hex 3905, itself adjacent to the two aforementioned Nor 1-6 inf IIIs in the vicinity.

From Oslo the first unsupported 3-8 Mtn III A moves 4 hexes north along the rail line and enters woods rail hex 3606, which contains the Norwegian factory marker. From 3606 the mtn III spends 3 regular MPs crossing the narrow straits all-lake hexside and enters the dot city of Hamar, at clear terrain rail junction hex 3605, on the other side. From there it spends its last MP regular moving south down the rail line to woods rail hex 3705, at the rear of the Nor 1-6 Inf III 5/11 Mo at woods rail hex 3805.

Then also from Oslo, the second unsupported 3-8 Mtn III A regular moves eastwards, eventually crossing both the rivers Glomma and Lagen, and ends its move at woods rail hex 4004, to the rear of the Nor 1-6 Inf III 2/5 Ol at 4005.

The wint 1-6 Inf III E, stacked with the two wint 1-6 Inf IIIs F and G at the minor port of Larvik (4311) on the southern Norway Skagerrak coastline, regular moves northward along the rail line, ending its move at 3810, gaining control of that hex and rail hexes 3910 and 3911 for the Axis side.

Then the two wint 1-6 Inf IIIs F and G at Larvik admin move along the rail line up to Drammen, cross the demolished river bridge hexside, and continue admin moving all the way to woods rail hex 3606, where per Rule 37D-Factories the Norwegian factory marker still remains on-map this player turn.

The 3-10 Mot Inf X 11 at wooded rough terrain rail hex 4010 regular moves 10 MPs to mountain coast road hex 3416 in SW Norway.

The wint 2-6 Inf III E at the minor port of Arendal at 10B:4413 on the southern Norwegian coastline first rails to woods rail junction hex 3910, then spends 2 MPs at regular movement to move across the demolished river bridge hexside to 3909, and ends its movement at woods rail hex 3709, adjacent to the blocking stack of Norwegian units on forest rail hex 3608 (to Bergen).

In the Danish Protectorate the Axis player regular moves the 6-6 Inf XX 170 from the dot city/major port of Aarhus at 13A:0616 northwards to the reference city/major port of Aalborg, at 10B:5115, stacking it there with the wint Inf XX E HQ unit. At Aahrus remain the wint Inf XX 198 and the Inf XX 214.

From the Sylt holding box on the German Game Chart one of the two LW pos flk units there is railed to the northern Germany holding box. Note that FtF map 13A (which is used in this game as a play aid) shows the German North Sea island of Sylt as having a major rail line linking it to Greater Germany via a causeway.

Combat Phase

The Nor 1-6 Inf III 2/5 Ol at woods rail hex 4005 is attacked by the 3-8 Mtn III A at 4004 and the 1-8 Art X 109 from across the Glomma River at 4006. The He 111H1 NB air unit based at the Oslo airbase flies the GS mission to the 4005 target hex. The odds are thus 9 to 1 -1 (for the woods). The die roll is a 2, which modifies to a 1: DH, which in this case is as good as a DE. After combat the 1-8 Art X 109 enters the woods rail hex 4005 to gain control of the hex for the Axis side. The He 111H1 NB type air unit returns to base at the Oslo hex airbase (4007).

The Nor 1-6 Inf III 5/11Mo at wooded rough rail hex 3805 is attacked by the 3-8 Mtn III A at 3705, the wint 2-6 Inf III G at 3905, and the wint 2-6 Inf III G from across the Glomma River at 3906. The Me 110C1 and the Me 109E F type air units based at the Oslo airbase fly the GS mission (per Rule 23A1-Fighter-Bombers) to the 3805 target hex. The odds are 9 to 1 -1 (for the woods). The die roll is a 3, which even modified to a 2 is still good enough for a DE. After combat the wint 2-6 Inf III G at 3905 moves into hex 3805. The Me 109E air unit returns to base at the 1-cap permanent airstrip at 10B:3908, adjacent to Oslo, and the Me 110C1 air unit returns to base at the Oslo hex at 4007.

Exploitation Phase

1st Naval Movement Step

In NE Denmark, at the major port of Aalborg (10B:5115), the four Ger NTPs carrying the fully embarked Mtn XX HQ unit A, the two wint Inf XX HQ units F and G, and the wint 2-6 Inf III G sail out of the harbor and voyage as a cargo naval group northwards. On their 19th naval MP this cargo naval group arrives at the Axis controlled partial city hex/major port of Oslo (10B:4007). There the four Ger NTPs expend their remaining 11 MPs beginning to disembark their cargo there.

At remote Norwegian Sea hex 10B:0416 the two Br CV CGs Glorious and Ark Royal stacked together as a combat naval group roll an 11 on the Danger Zones Chart: no contact.

To the SE, at Norwegian Sea hex 10B:1902, 5 hexes northeastwards of Trondheim (5C:2432), the large Br combat naval group there rolls a safe 5 on the Danger Zones Chart. This Allied combat naval group consists of the following Br naval units:

  • 7-pt BB TF Rodney
  • 6-pt BB TF Warspite (1 hit)
  • 5-pt BC TF Renown (1 hit)
  • 5-pt BC TF Repulse (2 hits).

At the Norwegian isle of Tjelde hex at 5C:0812 the Br 5-pt CA TF Cruiser-1 first rolls an 8 on the Danger Zones Chart. Then it awaits the large Kriegsmarine combat naval group at all-sea hex 5C:0815 to do its first naval MP of the 5th naval movement step.

Three hexes away from the Br naval unit at the Tjelde hex (0812) the large Kriegsmarine naval group at 5C:0815 for rolls a 9 on the Danger Zones Chart: no contact. This Axis combat naval group consists of the following Ger naval units:

  • 4-pt BC TF Schrnhrst (2 hits)
  • 4-pt BC TF Gneisenau (1 hit)
  • 3-pt CA TF A. Hipper (2 hits)
  • 3-pt CA TF Blucher (1 hit)
  • 3-pt CL TF Cruiser-1
  • 3-pt DD TF Flotilla-1
  • 3-pt DD TF Flotilla-2 carrying the stripped down Ger 2-8* Mtn III B.

Then, this Axis combat naval group spends 1 MP at night movement to move into the adjacent Norwegian Hinn island coast hex at 0814. At this point some tedious procedural points probably ought to be clarified for those readers who might wish to know. This is in fact the second MP done at night by this particular Axis combat naval group. Its first MP at night was done on its final 30th MP of the previous 5th naval movement step of the Axis movement phase. Now, to be sure, per the SoS Naval MP Cost Summary on Game Play Chart 2 it takes 2 MPs for a naval unit to enter a coastal hex. What’s happening here is that this particular Axis naval group did its first MP of the Game Play Chart required 2 MP cost to enter a coast hex on its final 30th MP of the previous naval movement step, but did not then leave hex 0815 and enter hex 0814. Then, in the current 1st naval movement step of the Axis exploitation phase it paid the second MP of the 2 MP cost to enter a coast hex and then actually entered the Hinn island coast hex 0814, on also its 2nd MP at night movement.

At this time the Allied player tells the Axis player to stop his naval movement and attempts a Reaction Movement attempt die roll on the Success Table, with a -1 modifier for the phasing player’s naval group moving at night. This is for the Br CA TF Cruiser-1 naval unit at the Tjelde isle hex at 5C:0812. The die roll is a 5, which modifies to a 4: failure.

The Axis player then expends 2 more MPs (at night movement) to move his combat naval group into the Hinn island coast hex at 0813, one hex away from the Br CA TF Cruiser-1 naval unit at the Tjelde hex. Only at this adjacent sea hex does the Axis naval group “enter” the reduced combat naval zone (per Rule 34A2-Night Movement) of the Br heavy TF at island hex 0812. At this point the Axis player has initiated naval combat (at night) per Rule 28C-Movement and Combat.

In the Preparation step the Axis player once again groups his DD TF Flotilla-2 carrying the 2-8* Mtn III B into the Main Body and the rest of his combat naval group into the Naval Screen. The Allied player must group his single naval unit into a singular Naval Screen.

Round 1, at long range

Rule 34A2-Movement at Night says “a naval unit has its gunnery strength quartered at night.” Moreover, to the Axis player’s great chagrin, after a careful reread of Rule 29B1c-Engaging Group Firing Step, it appears to him that naval units cannot add together their gunnery strengths and do a combined “joint” fire at an enemy naval TF unit. The rule says “each TF may fire its naval combat strength once during this step. The target of each fire is a TF in the enemy engaging group. … For each fire, the firing player consults the naval combat table [and] roll[s] one die….” Somebody please correct me if they know this isn’t so. If this is so, then in the situation here the shot-up Axis naval group, which currently has no gunnery strengths above 3, cannot fire back in the night at the firing Br CA TF, which has a strength of 5, which at night quarters to a naval combat strength of 1 on the SoS Naval Combat Table.

In this situation the Allied player cherry-picks the wounded Ger Schrnhrst 4-pt BC TF (2 hits) to fire at and rolls on the “1” column of the Naval Combat Table and gets a 5: a miss.

Then, at the Disengagement step at the end of round 1, the upset Axis player wants to disengage and the happy Allied player wants to continue this easy fight. The white die (for the Allied player) and the black die (for the Axis player) are rolled, with a cumulative +3 modifier per the SoSDisengagement Summary for the Axis disengager being in a coastal hex (+1) and for night (+2). The colored dice show a 4 for the Allied player and a 2, modified to a 5, for the Axis: disengagement. Forthwith the Axis player has his combat naval group at coast hex 0813 do 1 MP of naval movement, but cannot yet actually enter the adjacent Tjelde hex at 0812 because it takes 2 MPs to enter a coastal hex, and thus does not in fact move from Hinn island coast hex 0813.

However, in this new disengagement movement situation the Axis player hasn’t actually “entered a hex in the naval combat zone of an enemy naval group” (he’s still in the original naval combat hex, but has in it expended a MP) nor is he now “starting the [naval movement] step in the naval combat zone of an enemy naval group…and the phasing group spends any MPs in its hex without leaving the hex.” Therefore I believe that in this instance a new naval combat situation has not been initiated per Rule 28C.

Proceeding onwards, the Axis player now expends a second MP to actually move into the Tjelde islet hex at 0812. This time the Axis naval group is definitely “entering a hex in the naval combat zone of an enemy naval group.” This is also the hex containing the Br CA TF Cruiser-1 naval unit. At this point the Kriegsmarine combat naval group has done a total of 4 MPs at night and is 3 MPs into its current naval movement step.

And so, skipping all the preliminary rote procedures already done above and which coincidently also apply in this new, or second naval combat instance, we arrive at a new:

Round 1, at long range

The Allied player again has the Br CA TF Cruiser-1 naval unit fire at the limping Schrnhrst 4-pt BC TF (2 hits) on the “1” column of the Naval Combat Table and this time gets a 2: a miss. The black and white dice are then rolled again for the identical situation in the Disengagement step, with the Axis player being the disengager. The results are a 3 for the Allied player and a 4 for the Axis player: a phasing player disengagement.

Now the Axis player expends another MP at night, intending to eventually move to the Norwegian mainland coast hex of 0912, but cannot yet actually move into the hex, because it takes 2 MPs to move into a coast hex. Once again I believe that a new naval combat situation is not yet initiated per Rule 28C.

However, when the Axis naval group in Tjelde islet hex 0812 spends a second MP (at night movement), he can now move and enter coast hex 0912, one hex away from the Br CA TF Cruiser-1 naval unit at the Tjelde hex; and therefore he now initiates a new bout of naval combat per Rule 28C.

And so, for the third time skipping all the preliminary rote procedures already done above and which coincidently also apply in the new combat instance, we arrive at a new:

Round 1, at long range

The Allied player has the Cruiser-1 CA TF fire one last nighttime pot shot at the hobbling away Schrnhrst 4-pt BC TF (2 hits) and this time comes up with a 6 on the “1” column of the Naval Combat Table: a hit! The now perhaps listing and definitely lame Scharnhorst of the BC TF has a new total of 3 hits. The black and white dice are rolled yet again for the identical situation in the Disengagement step. The results are a 2 for the Allied player and a 6 for the disengaging Axis player: disengagement.

After this the Axis player expends another MP at night in mainland coast hex 0912, but does not yet move into the adjacent European mainland coast hex 1011, as it takes 2 MPs to do this; so naval combat isn’t initiated per Rule 28C. Finally, only after the Axis player expends another MP at night can he then move into adjacent coast hex 1011, now two hexes away from the Br heavy TF naval unit at the Tjelde islet hex at 0812 and finally out of harm’s way of the British cruiser’s naval guns at night.

Now, after running this gauntlet, the battered Kriegsmarine combat naval group finally enters the Axis controlled Narvik hex at 5C:1010 in daylight on its 11th MP of the current naval movement step, and spends its remaining 19 MP allowance of the naval movement step per Rule 34B3-Replenishment both replenishing its fuel and beginning to disembark its mtn III cargo aboard the DD TF Cruiser-2 naval unit. Although a naval-element supply line still cannot be traced from the Axis controlled reference city/major port of Narvik back to Greater Germany by virtue of the naval combat zones of the Br CA TF Cruiser-1’s naval combat zone hex radius at the Tjelde islet hex, it is nevertheless still a functioning Axisnaval base per Rules 34B3-Replenishment and 30A4-Functioning [Ports].

2nd Naval Movement Step

At the Oslo major port the 4 Ger NTPs there finish disembarking their ground unit cargo at the partial city hex. This would be the Mtn XX A HQ unit, the two wint Inf XX HQ units F and G, and the wint 2-6 Inf III G.

At remote Norwegian Sea hex 10B:0416 the CV CG’s Glorious and Ark Royal roll a 9 on the Danger Zones Chart.

At Norwegian Sea hex 10B:1902, 5 hexes northwestwards of Trondheim, the large Br combat naval group there rolls a 7 on the Danger Zones Chart.

At the Tjelde islet hex at 5C:0812, at the mouth of the Narvik fjord, the Br CA TF Cruiser-1 rolls an eight on the Danger Zones Chart.

At the Axis controlled reference city/major port hex of Narvik at 5C:1010 the Ger combat naval group there spends 11 MPs completely disembarking the 2-8* Mtn III B there while simultaneously replenishing its fuel. While anchored at the port, a war council occurs in German Admiral Marschall’s cabin (still aboard the Scharnhorst) about what to do next: stay indefinitely at Narvik or sail into dangerous seas? It’s decided to voyage back to Greater Germany, come what may on the way. Accordingly, this time definitely in daylight, the entire Kriegsmarine combat naval group leaves port of Narvik on its 12th MP of the naval movement step.

Upon expending this 1st voyage MP still in the Narvik hex 1010 and thereby now being off-shore “at sea” in this coast hex, the Axis combat naval group first rolls a 5 on the Danger Zones Chart. Immediately afterwards, the Allied player promptly declares a non-phasing naval reaction movement attempt by the Br CA TF Cruiser-1 naval unit at the Tjelde isle hex at 0812, 3 hexes away from the Axis combat naval group now off-shore “at sea” in the Narvik hex. The Allied player needs to do this now or evidently risk naval combat in daylight when the Axis naval group enters Norwegian mainland coast hex 1011 upon its next voyaging MP expenditure. The Allied player, admittedly so far lucky in this game in reaction die rolls, rolls a 5: success. The relieved Br heavy cruiser TF then expends its 15 MP reaction movement allowance moving westwards to all-sea hex 5C:0724, weaving through the great arc of the Norwegian Lofoten Islands at the Falkstad isle hex at 0818.

Afterwards, the Kriegsmarine combat naval group continues its dangerous homeward voyage, eventually bearing SSW to Norwegian Sea hex 5C:1022, two hexes away from the hostile Norwegian mainland, perhaps carefully three hexes away from the Br CA TF Cruiser-1 at 0724, and no doubt ominously 16 hexes away from the main Br combat naval group waiting for it at 10B:1902. Their hour of doom may be close at hand.

3rd Naval Movement Step

First, careful dice rolls are done on the Danger Zones Chart for all four affected naval groups currently at sea on the Scenario game maps (1 Axisand 3 Allied naval groups). All the affected naval groups are coincidently in the Norwegian Sea. All four dice rolls are no contact.

Then, the Kriegsmarine combat naval group at hex 5C:1022 spends its 1st MP of the new 3rd naval movement step moving one sea hex west to all-sea 1023, in daylight. At this point the Allied player tells the Axis player to stop his movement at hex 1023. The Allied player now rolls on the Success Table (no modifiers) for a non-phasing naval reaction attempt by the Br CA TF Cruiser-1 located three hexes to the NW at sea hex 0724. The die result is a 3: failure. Had the Br naval unit won the naval reaction attempt die roll it would have moved back into a position to block the naval element supply line route traced from the German ground units in the Narvik hex back to Greater Germany.

Obviously biding his time like the stronger force in a cat and mouse game, the Allied player hesitates for the present before having his large combat naval group at 10B:1902 attempt a reaction movement die roll.

The Axis player continues doing his naval movement step MP expenditures, voyaging in a southwestwards direction. On this 16th MP, at all sea hex 10B:1504, the Allied player quits pussy-footing around and tells the Axis player to stop his naval movement. At this point the Kriegsmarine naval combat naval group is 4 hexes NW of the Br naval group at 1902. The Allied player rolls for a non-phasing naval reaction attempt for the aforesaid Br naval group and the die comes up 5: success.

The non-phasing Allied player then moves the successfully reacting Br naval combat group at 1902 to all-sea hex 10B:1605, two hexes away from the phasing Axis naval combat group at 1504 and in daylight in its naval combat zone, thereby initiating naval combat per Rule 38C-Movement and Combat.

In the naval combat preliminary Preparation step the Axis player groups his four heavy TFs into an Engaging Group and his three light TFs into a Main Body. The Allied player groups all four of his TF naval units (all heavy TFs) into a singular Naval Screen, and has no need of a Main Body.

Round 1, (always) at long range:

In this initial round both sides coincidently make things easier for game reporting by firing at the enemy TF that is firing at it.

  • Rodney 7-pt BB TF fires at Gneisnau 4-pt BC TF (1 hit), and vice versa
  • Renown 5-pt BC TF (1 hit) fires at A. Hipper 3-pt CA TF (2 hits), and vice versa
  • Repulse 5-pt BC TF (2 hits) fires at Blucher 3-pt CA TF (1 hit), and vice versa
  • Warspite 6-pt BB TF (1 hit) fires at Schrnhrst 4-pt BC TF (3 hits), and vice versa.

The Naval Combat Table is consulted for the respective TF’s firing; the naval combat strength column is used corresponding to the particular TF’s unit strength minus any previous hits. Current round firing results are implemented only at the round’s end.

The 1st round’s firing is not good for the German navy. Out of a grand total of 8 naval combat die rolls done (4 for each side) 3 hits are achieved, the other 5 being misses. All three hits are against German TFs. The Gneisnau BC TF receives a naval combat hit, as does the Blucher CA TF. The mighty Scharnhorst BC TF sinks beneath the chilly waves of the Norwegian Sea after receiving a naval combat hit, its fourth.

In the subsequent Disengagement step the Axis player of course wants to disengage and the Allied player wants to continue fighting. The impasse breaking die rolls are done, with no modifiers, and each side comes up a 6. Per the Disengagement Summary there is is a “reroll” on “all ties;” and on the second Disengagement die rolls the Allied player comes up with the high roll, and thus the Axis player’s attempt to disengage the naval combat fails. And so we come to:

Round 2:

In the important Range Step (Rule 29B1a) the Allied player wants to maintain the long range and the Axis player wants to extend range, hoping thereby to “automatically disengage.” Upon doing the simultaneous die rolls the Allied player once again seems to be able to do no wrong and is the winning high roller; and so the 2nd round of naval combat is done at long range.

In the subsequent Naval Screen Allocation Step (Rule 29B1b) the Allied player interestingly groups his four heavy TFs into a singular engaging group. The Axis player must keep his three heavy TFs in an engaging group.

In the following Engaging Group Firing Step (Rule29B1c) the naval combat firing is done as follows:

  • Rodney 7-pt BB TF fires at Gneisnau 4-pt BC TF (2 hits), and vice versa
  • Renown 5-pt BC TF (1 hit) fires at A. Hipper 3-pt CA TF (2 hits) and vice versa
  • Repulse 5-pt BC TF (2 hits) and Warspite 6-pt BB TF (1 hit) both fire at Blucher 3-pt CA TF (2 hits)
  • Blucher 3-pt CA TF (2 hits) fires at Warspite 6-pt BB TF (1 hit).

Again, more bad news for Axis fans. Out of 7 naval combat die rolls done in this 2nd round, 2 hits are scored, with 5 combat die rolls resulting in misses. Both successful hits are against Axis TFs. The Gneisnau BC TF receives a naval combat hit, jacking its total to 3 hits, and the Blucher CA TF receives its 3rd fatal hit, and so disappears beneath the ocean’s waves.

But Fate comes and intervenes in favor of the Axis player in the following Disengagement step, and he wins the Disengagement die roll on his first attempt. Forthwith the Axis “…disengaging naval group immediately moves, per the rules of naval combat.” The pummeled Kriegsmarine naval group makes a wide arcing naval movement, first dashing due east one hex to 1503 and then swinging southwards way around the victorious British naval group at sea hex 10B:1605, taking care not to enter its 2 hex wide naval combat zone nor enter the 15 sea hex naval reaction movement zone of the Br carrier naval combat naval group at 10B:0416. The Axis player expends the remaining 14 MPs of his naval movement step moving his combat naval group to all-sea hex 10B:2112. It does its last, or 30th MP of the current naval movement step at night movement, regardless of the consequences of still being within 9 sea hexes of the cruiser kicking Br combat naval group lingering at 1605. In so doing it bets its life on the -1 naval reaction die roll modifier “if [the] phasing naval group is moving at night.”

One wonders if, under the circumstances, at the bottom of the Norwegian Sea with the mermaids, perhaps German Admiral Marschall mulls the results of his odyssey to and from Narvik:

“…in an octopus’s garden/in the shade.”

4th Naval Movement Step

Again, dice rolls are duly done on the Danger Zones Chart for all four affected naval groups currently liable in the Norwegian Sea. All four dice rolls are no contact.

Then the Axis player moves his battered Kriegsmarine combat naval group at all-sea hex 2112 1 MP at night movement (its 2nd so far at night, the 1st being done the previous naval movement step) west to adjacent sea hex 2113, when the Allied player tells him to stop movement. The Allied player then attempts a non-phasing reaction attempt by his large Br combat naval group 9 hexes away at 1605. The Allied player rolls on the Success Table and comes up with a 2, modified to a 1: failure. The relieved German combat naval group then continues its journey towards home, eventually finishing the 4th naval movement step at 10C:4922.

Meanwhile, the trusty old B TF Schlesien leaves the Northern Germany holding box and spends 2 MPs to use the Kiaser Wilhelm Canal to sail to the major port of Kiel. It moves there to likely embark the 1 mine point at the hex in the May II 40 Axis movement phase and then surely sow it somewhere on the Norwegian coast later that turn. Note that it has already refueled this current turn. Technically, I don’t believe it should be considered to be at “low fuel” per Rule 34B1 at the end of the current Axis player turn, even though it did move this turn subsequent to its earlier refueling. If so, it can certainly refuel yet again this turn in the 5th naval movement step.

5th Naval Movement Step

The Danger Zones Chart dice rolls are done yet again for all four affected naval groups currently at sea on the Scenario maps, three in the Norwegian and one in North Sea. All four dice rolls are no contact.

The German combat naval group at 10C:4922 enters the Northern Germany holding box on its 17th MP. There it spends 13 MPs beginning to replenish its fuel. Once ashore, these surviving Kriegsmarine voyagers will no doubt have a big sailor’s tale to tell.

Ground Movement Sub-Phase (c/m units only)

The 2-1-10 Pz II 40 and the Mot MG II 13 at woods rail hex 3809 spend 10 MPs moving stacked together to ultimately move to wooded rough hex 3607. On the way they first go down to forest rail hex 3407 before doubling back to their final destination hex, thereby gaining control for the Axis side forest rail hexes 3407 and 3507.

The 3-10 Mot Inf X 11 at mountain coast road hex 3416 first moves two more road hexes west to clear terrain coast road hex 3318 in order to gain hex control of these two road hexes. Then the mot inf X backtracks and moves 7 more road hexes to mountain coast road hex 3212, in order to prevent the long line of Norwegian ground units retreating towards Bergen from using admin movement along the rail line going through the Kjolben mountainous region that runs adjacent to this hex.

The LW 1-10 Mot Inf II GG at mountain road hex 3614 ends its movement at the point city/standard port of Haugensund at clear terrain coast hex 10B:3319, on the SW coast of Norway.

The LW 1-10 Mot Hv AA II 1/32 at rough terrain rail hex 4018, next to the now Axis controlled minor port of Egersund (4019) on the SW Norwegian coastline, moves 4 hexes NW to coast road hex 10B:3720, which contains the 3-cap permanent airfield, stacking there with the LW 0-8 Lt AA II I/611 and the two inoperative He 111H4 (S type) air units at the base.

In the far north, at the Narvik hex at 5C:1010, the two 2-8* Mtn IIIs B assemble into the 5-8* Mtn XX 3. Also in the Narvik hex are the LW 0-8 Lt AA II II/33, two supply points delivered earlier this turn in the movement phase, and two Axis mine points sown off-shore “at sea.”

At the end of the Axis exploitation phase the Br Sea Glad F type FAA air unit flying the CAP air mission over the Narvik hex rebases at the 1-cap permanent airstrip at Bardufoss (5C:0708).

Apr II 40 Allied Turn

Initial Phase

The Allied player studies the Europa Weather Table and knows that the next game turn there’s a 50-50 chance of clear weather in zone B. This includes Namsos, Trondheim, Bergen, Oslo, and all of southern Norway. This player turn it’s still Mud throughout Norway. But the risk of clear weather on the May I 40 game turn compels the Allied player to plan a strategy of strategic maneuver for the Allied ground forces in weather zone C.

After weather considerations, supply and isolation status of units, hexes, and airbases in the Norway theater is determined.

At clear terrain coast hex 10B:3117, adjacent to Allied owned and occupied Bergen (3016), the two unsupported 2-6 Inf IIIs C become technically red U-2, but are both in special supply by virtue of the two supply points air dropped there in the movement phase of the previous Axis turn.

The 1-6 Inf III C at Stavanger (3619) and the Me109E and the two Ju 88A1 (S type) air units at the 3-cap permanent airfield at adjacent coast hex 3720 are now in regular supply via a naval element supply line to the functioning standard port of Stavanger per Rule 12B4-Naval [Element of a Supply Line]. The same regular supply condition applies to all German ground units and LW air units in southern Norway that are able to trace a supply line in mud weather per Rule 12B-Tracing Supply to the functioning Axis controlled ports of either Kristiansand (4416), or Arendal (4413), or Larvik (4311) in southern Norway. Note however that the Axis side must keep the reference city of Stavanger occupied with at least 1 RE of units in order to be able to trace a supply line into the port hex per rule 37G-Occupation.

The three Axis owned/occupied hexes in the Oslo zone are unisolated but out of regular supply due to either the intrinsic Norwegian CDs along the Oslofjord or the distance to another Axis owned port in southern Norway. The 2-6 Inf III F at 3907 and the 2-6 Inf III E at 4108 technically become red U-2 this turn. The rest of the German ground units in the Oslo zone and the four LW air units in the Oslo hex (4007) technically now become red U-1, but all these Axis units here are in special supply coming from the 10 air transported supply points flown in last turn to the Oslo partial city hex airbase.

The German forces in the Axis controlled Narvik major port hex are also in regular supply via a naval element supply line.

This turn all Norwegian and British forces in Norway are supply. However, perhaps it should be noted that with the fall of the partial city hex of Oslo, the only Norwegian forces in exclusively Norwegian regular supply per Rule 12C1e-Norwegian [Regular Supply Sources] are those in south Norway able to trace their supply line to the Allied controlled rail line running from Bergen (3016) to the Norwegian factory counter at 3606. The rest of the Norwegian and British forces in Norway now trace their supply line to a functioning Allied port (ie., Trondheim, Bergen, or the minor port of Harstad at 5C:0712) per Rule 12C1a-Allied [Regular Supply Sources] and Advanced Rule 43A5-Limited Regular Supply.

For reinforcements the Norwegians get an Inf XX HQ unit at Trondheim, which can assemble with three mtn IIIs into a 4-6 Mtn XX and another Inf XX HQ unit at 3908, adjacent to Oslo, that can assemble to a 4-5-6 Inf XX. A 1-6 eng III comes in at nearby Honefoss (3808). A supported ski X conversion is available in the far north.

In the Orkney Islands holding box the Allied player gets the A. Royal and Glorious CV CG (aircraft carriers) and a FAA Glad F type (C code) air unit. In the Scotland holding box they receive a worthy but unsupported array of interesting ground units, seven in all.

In Denmark the Axis have no less than 8 inoperative Ju 52 T type air units based at the dot city of Aahrus (7) and the reference city of Esbjerg (1), but all these and a host of other forces will be withdrawn in the initial phase of the May I 40 Axis turn.

Neither side flies CAP air missions in the initial phase.

This turn the Axis player flies some of its LW air units on the sea patrol air mission. These are indicated on the following descriptive list of the disposition of the Axis forces in play at the end of the Allied initial phase:

Narvik, at reference city/major port mountain coast hex 5C:1010:

  • *2-8 Mtn III B
  • LW 0-8 Lt AA II II/33
  • 2 Ger mine points sown off-shore at sea

Clear terrain coast hex 10B:3117, adjacent to Bergen:

  • 2 x wint 2-6 Inf III C; technically red U-2, but in special supply
  • 2 supply points generated on the Apr I 40 Axis turn

Stavanger, at reference city/standard port clear terrain rail terminus coast hex 10B:3619:

  • 1-6 Inf III C

3-cap permanent airfield at clear terrain coast rail hex 3720, adjacent to Stavanger:

  • Me 109E F type air unit
  • 2 x Ju 88A1 (S code) B type air units

Kristiansand, at point city/standard port coast rail hex 10B:4416:

  • LW 0-8 Lt AA II I/611

3-cap airfield w/ one hit at woods coast hex 4415, adjacent to Kristiansand:

  • 0-1-5 Const III 6
  • 2 x He 111H4 (S code) B type air units; both are on sea patrol

Woods rail junction hex 10B:4314:

  • 2-1-10 Pz II 40
  • 1-10 Mot MG II 13
  • LW 1-10 Mot Inf II GG

Arendal, at point city/minor port clear terrain coast rail terminus hex 10B:4413:

  • wint 2-6 Inf III E
    Note: the Axis side owns woods rail hexes 4315 and 4316.

Larvik, at point city/minor port clear terrain coast rail hex 10B:4311:

  • 3 x wint 1-6 Inf IIIs E, F, and G

Tonsberg, at point city/minor port clear terrain coast rail hex 10B:4310:

  • 1-8 Art X 109

Drammen: at point city/minor port clear terrain coast rail junction hex 10B:4009:

  • wint 2-6 Inf III F

Rough terrain rail hex 10B:4010, west of Drammen:

  • 3-10 Mot Inf X 11
    Note: the Axis side owns rail hexes 4111, 4210, 4110, and 4209 (Horten).

Oslo, at partial city hex/major port hex 10B:4007:

  • 2 x 3-8 Mtn III A; technically red U-1, but in special supply
  • Me 110C1 type HF air unit; technically red U-1, but in special supply
  • Ju 87R type D air unit; technically red U-1, but in special supply
  • He 111H1 NB type air unit; technically red U-1, but in special supply
  • He 111P1 B type air unit; technically red U-1, but in special supply; on sea partol
  • 10 supply points, generated on the Apr II 40 Axis turn

Woods rail hex 3907, NE of Oslo:

  • wint 2-6 Inf III F; technically red U-2, but in special supply
  • wint 2-6 Inf III G; technically red U-1, but in special supply

Clear terrain coast rail hex 4108, SW of Oslo:

  • wint 2-6 Inf III E; technically red U-2, but in special supply

3-cap permanent airfield at clear terrain coast rail line hex 10B:5014, in Denmark:

  • LW 2-10 Hv AA III 162
  • Me 110C1 HF type air unit
  • 2 x He 111H4 B type air units; both are on sea patrol

Frederikshavn, at point city/standard port clear terrain coast rail terminus hex 10B:5013, in Denmark:

  • C Inf XX HQ unit
  • LW 1-10 Mot Hv AA II I/32

Aalborg, at reference city/major port clear terrain rail causeway hex 10B:5115, in Denmark:

  • A Mtn XX HQ unit
  • 3 x wint Inf XX HQ units E, F, and G
  • wint 2-6 Inf III G
  • Mxd T F type air unit

Aahrus, at dot city/major port coast rail hex 13A:0616, in Denmark:

  • 2 x 6-6 Inf XX 170 and 314
  • wint 6-6 Inf XX 198
  • 2 x He 111P4 B type air units, both are on sea patrol
  • Ju 52 T type air unit
  • 7 x inoperative Ju 52 T type air units

Odense, at reference city/standard port clear terrain coast rail hex 13A:0918, in Denmark:

  • Ju 52 T type air unit

Esbjerg, at reference city/standard port clear terrain rail terminus hex 13A:0621, in Denmark:

  • He 111P4 B type air unit, on sea patrol
  • inoperative Ju 52 T type air unit

Northern Germany holding box:

  • 2 x 1-10 Mot MG IIs 4 and 14
  • pos flk unit
  • Mxd T (LR) T type air unit
  • He 115B (SF type) air unit
  • 2 x BC TFs Gneisenau and Schrnhrst
  • BP TF Lutzow (w/ 2 hits)
  • 2 x CA TFs A. Hipper and Blucher
  • CL TF Cruiser-1
  • 2 x DD TFs Flotilla-1 and 2

Sylt holding box:

  • 2 x pos flk units
  • Aborted air units box (since at start):
  • He 111H4 B type air unit
  • He 111H4 (S code) B type air unit
  • Ju 88A1 (S code) B type air unit.

The following list is the disposition of the Allied forces in play at the end of the Allied initial phase:

In the Oslo zone, all on map 10B:

At woods rail hex 4006, E of Oslo: 1-6 Inf III 2/5 Ol

At wooded rough hex 3806: 1-6 Inf III 5/11Mo

At woods coast rail hex 4008, W of Oslo: 1-6 Inf III 1/3Tm

At wooded rough coast rail hex 3908, w/1-cap permanent airfield, NW of Oslo: 2nd Inf XX HQ unit reinf and *2-3-6 Mtn X 3

Honefoss, at point city clear terrain rail junction hex 3808: 1-6 Eng III 1 reinf and 0-1-8 Cav II 1Ak

At woods rail hex 3809: 1-6 Inf III 2/6Vl

At woods rail hex 3606: Norwegian factory counter

Bergen, at dot city/major port rough terrain rail terminus hex 10B:3016

  • 1-6 Inf III 3/8Rl
  • 1-6 Inf III 4/9Hl
  • *2-3-6 Mtn X 4
  • Br 3-6 Inf X 24G
  • C.V A type air unit

In the Trondheim zone, all on map 5C:

  • 1-cap permanent airstrip at clear terrain coast rail hex 2431:
  • 1-6 Mtn III 5/13NT
  • Br Whit 5 NB type air unit

Trondheim, at reference city/major port woods rail hex 2432:

  • 1-6 Mtn III 5/12ST
  • 5th [Mtn]/Inf XX HQ unit
  • Norwegian Government capital marker
  • Br 2-6 Inf X 148
  • Br Well 1C NB type air unit

Woods coast rail hex 2433:

  • 0-1-8 Cav II 3Tdl

North of the B weather line in Norway, all on map 5C:

  • At mtn rail border hex 1518:
  • 1-6 Inf III 16Tr

At mtn coast road junction hex 0910, adjacent to Narvik:

  • *1-2-6 Inf III 6/15NH

At rough terrain coast road hex 0911:

  • 1-6 Mtn III 6/14SH

On non-SoS Campaign for Scenario map 6B, per SoS Norway, 1939-1945 OB:

At Alta (6B:0632):

  • 0-1-6 Ski II Alta

At Kirkenes (6B:1122):

  • 0-1-6 Ski II Var

Note: These two ski IIs and the 1-6 Inf III 16Tr are the components of this turn’s *2-3-6 Ski X 7 conversion reinforcement.

Orkney Islands holding box:

  • FAA Sword 1 (VC code) A type air unit
  • FAA S. Glad (C code) F type air unit
  • FAA Skua (C type) DF type air unit
  • 3 x CV CGs A. Royal, Glorious, and Furious
  • 3 x BB TFs Rodney, Valiant, and Warspite
  • 2 x BC TFs Renown, Repulse
  • 2 x CA TFs Cruiser-1 and 2
  • 2 x Cl TFs Cruiser-3 and 4
  • Fr CL TF Cruiser-1
  • one mine point (unused)
  • Scotland holding box:
  • 2 x Br 2-6 Inf Xs 15 and 146 reinfs
  • Br RM 0-1-4 Fort X RMFU, reinf
  • Br 0-6 Cmdo II 1C/A reinf
  • Br RM pos flk unit (AA=1) reinf
  • 2 x Fr 2-8 Mtn IIIs 5 CA and 27 CA reinfs

Norwegian Replacement Pool:

  • 0-1-6 Inf II 2/HMKG
  • 0-1-8 Cav II 2 OP
  • 1-6 Inf III 1/1 Of
  • 1st Inf XX HQ unit [reinf unable to arrive]
  • CD TF Norge.

Movement Phase

1st Naval Movement Step

It’s the SoS Campaign for Norway game report posted earlier this year in the EA files folder, I believe, that first brought to my attention the two Nor 0-1-6 Ski IIs Alta and Var that are also mentioned in the SoS Norway, 1939-1945 Europa OB. My first thought back then was that these two Norwegian ground units in a SoS Campaign for Norway scenario might ought to be a locked-in garrison far north up by the Norwegians’ Arctic border with the USSR, being that the Soviet’s Winter War with Finland was just recently ended when their Nazi-Soviet Pact friend, Nazi Germany executed its invasion of neutral Norway. However, the two Nor ski IIs come up again in the same SoS Norway Europa OB as a General Mobilization +1 conversion along with the 1-6 Inf III 16Tr placed at start at Tromso (5C:0307). And so now we say that a Nor NTP spends 30 MPs to embark the 0-1-6 Ski II Alta at the minor port of Alta (6B:0632) and another Nor NTP spends 30 MPs to embark the 0-1-6 Ski II Var at the minor port of Kirkenes (6B:1122), both located in the far northern extremity of Norway. Then we dig out Europa map 6A from the old FitE/SE Europa map collection (the SoS Norway, 1939-1945 OB says map 6B, to be sure) in order to use it to count out the sea hexes using the scenario’s Norwegian NTPs to get these two units in play on the official SoS Campaign for Norway Scenario maps.

In the British Isles the Br Cruiser-3 and Cruiser-4 CL TFs along with the Fr Cruiser-1 CL TF expend 17 MPs per the Allied Game Chart to voyage off-map from the Orkney Islands holding box to the Scotland holding box. This is done to avoid dice rolls on the Danger Zones Chart and possible sea patrol attacks from the LW air units based in southern Norway and in Denmark. At the Scotland holding box the three Western Allied CL TFs expend their remaining 13 MPs of the naval movement step embarking the Fr 2-8 Mtn III 5CA onto the Fr CL TF, the Fr 2-8 Mtn III 27 CA onto the Br Cruiser-3 CL TF, and the Br 2-6 Inf X 146 onto the Br Cruiser-4 CL TF.

Apart from the naval transport of the Nor ski IIs and also the newly arriving Western Allied reinforcements in the Orkney Islands and Scotland holding boxes to places in Noway closer to the German invasion forces, it appears now in this Allied naval movement sub-phase that there is an array of offensive schemes in Norway available to the Allied player. For the next several turns he has in his possession the powerful Allied (mainly British) naval arm to met out some telling blows against the Nazi invaders there. Careful consideration is given to a large multi-turnand multi-faceted operation around the Narvik zone. Another riskier but perhaps necessary and possibly rewarding scheme is an operation designed to secure the defense of Bergen next turn and hopefully beyond. Finally there is the more benign ambition to reinforce the Trondheim zone as an Allied base in Scandinavia and keep this major port of the Atlantic in Allied possession as long as possible.

2nd Naval Movement Step

The three Western Allied CL TFs expend 17 MPs to complete the embarkation of their ground unit cargo at the Scotland holding box and then expend the remaining 13 MPs of the naval movement step sailing off-map back to the Orkney Islands holding box.

Then, in the Orkney Islands holding box, the Br CA TF Cruiser-1 spends 30 MPs completely embarking the 1 mine point that has been stored at the harbor.

On the non-SoS Europa map 6A, the Nor NTP carrying the 0-1-6 Ski II Var sails out of the minor port of Kirkenes (6A/B:1122) and spends 23 MPs to eventually enter the map overlapped all-sea hex(es) 6A:0133/5C:0101, thereby now entering the SoS provided Europa game maps. It then expends 7 more MPs to end the naval movement step at all-sea hex 5C:0207, one hex NW of the Norwegian coast isle of Troms, still above the Arctic circle. The other Nor NTP carrying the 0-1-6 Ski II Alta leaves the minor port of Alta and spends 7 MPs to also finally enter the SoS maps at 5C:0101, and then expends another 23 MPs to end the naval movement step “at sea” at the Norwegian island hex at 5C:0819 (Moskenes). Both NTPs’ dice roll on the Danger Zones Chart was no contact.

3rd Naval Movement Step

The three Western Allied CL TFs carrying their ground unit cargo expend 4 MPs to enter the Orkney Islands holding box. There they combine with virtually the entire fleet in the box and sail as a large combat naval group to all-sea hex 10B:1814, expending their remaining 26 MPs doing so. Upon entering the SoS maps at sea the naval group successfully rolls a no contact on the Danger Zones Chart. A careful north-veering zig-zag route eastward is done to avoid the sea patrol ranges of the two He 111H4 (S code) B type air units based at the 3-cap airfield at 4415 along the southern Norway coastline and the He 111P1 B type air unit based at Oslo. This combat naval group is composed of the following naval units:

  • 3-pt CV CG A. Royal, carrying the FAA Skua (C code) DF type air unit
  • 2-pt CV CG Glorious, carrying the FAA Sword 1 (VC code) A type air unit
  • 2-pt CV CG Furious, carrying the FAA S. Glad F (C code) type air unit
  • 7-pt BB TF Rodney
  • 6-pt BB TF Warspite
  • 2 x 5-pt BC TFs Renown and Repulse
  • 5-pt CA TF Cruiser-1, carrying 1 mine point
  • 5-pt CL TF Cruiser-3, carrying the Fr 2-8 Mtn III 27CA
  • French 5-pt CL TF Cruiser-1, carrying the Fr 2-6 Mtn III 5CA
  • 5-pt CL TF Cruiser-4, carrying the Br 2-6 Inf X 146

The way I’ve been playing the game is that when the CV CGs (the aircraft carriers) and the FAA carrier-capable air units begin the Allied turn in either the Orkney Islands or Scotland holding box, the Allied player may place the FAA carrier-capable air units on the carriers as he pleases or else leave them at the holding box airbase.

Only the BB TF Valiant and the CA TF Cruiser-2 remain moored at port in the Orkney Islands holding box.

Above the Arctic circle one of the two Nor NTPs carrying the two Nor ski IIs rolls a 12 on the Danger Zones Chart. A second die roll is then done on the “1” column of the Naval Combat Table and a 5 is rolled: a miss. After this close call the NTPs resume expending MPs and eventually enter the Norwegian controlled port of Bodo, at the point city/minor port rough terrain road terminus coast hex at 5C:1217, where they begin disembarking their two ground units. Both will end their disembarkations at Bodo in the 4th naval movement step, leaving each ski II with 1 MP, in mud weather, in the Allied ground movement sub-phase.

4th Naval Movement Step

After completing the disembarkation of the two ski IIs at the port of Bodo, the two Nor NTPs are removed from play for the rest of the Allied turn. The third available Nor NTP has yet to be used this turn.

The large combat naval group at all-sea hex 1814 first rolls a 7 on the Danger Zones Chart: a miss, and then expends 11 MPs to move due east to 10B:1803. Here the Br Cruiser-4 CL TF carrying the Br 2-6 Inf X 146 breaks off from the main Allied combat naval group and, using night movement to evade the sea patrol range of the He 111P1 B type air unit based at Oslo, expends 9 MP at night movement to sail SE and eventually enters the Norwegian major port of Trondheim within its vast fjord. There it expends its remaining 11 MPs to begin disembarking its ground unit cargo and also simultaneously begin the replenishment of its fuel supply. Both these labors take 30 MPs to complete and per Rule 34B3-Replenishment can be done simultaneously; but note that replenishment can be done only at a functioning Allied great or major port. However, right now I’m thinking that perhaps in SoS NTO, Nordic Adventure, and Campaign for Norway scenarios British (and French) naval ammo depletion replenishment (Rule 34B2-Ammo Depletion) might ought to be restricted to either the Orkney Islands or Scotland holding box naval bases; but in this EA game report will try to play the wargame as I understand the SoS rules as written.

The rest of the large Allied combat naval group continues a northeasterly bearing and ends the naval movement step at all-sea hex 5C:1021, just south of the A weather line crossing the Norwegian Sea.

5th Naval Movement Step

At Trondheim the Br Cruiser-4 CL TF spends 21 MPs to finish disembarking the Br 2-6 Inf X 146 at this reference city/major port and also replenishing. It then expends its remaining 9 MPs to sail westwards to 10B:1905, having rolled a no contact on the Danger Zones Chart upon leaving the safety of the strategic Trondheim port.

Meanwhile, back at all-sea hex 5C:1021, just south of the large funnel-shaped island and broken coastline bordered entrance into the Narvik zone, the Allied combat naval group there first rolls a 9 on the Danger Zones Chart. Then the large combat naval group, minus however the Br CA TF Cruiser-1 carrying 1 mine point, spends 15MPs sailing northwards and eventually enters the Norwegian point city/minor port of Harstad at wooded rough terrain coast road hex 5C:0712, on the northern shores of the rugged Norwegian offshore isle of Hinn. At the minor port of Harstad the Br Cruiser-3 CL TF and the Fr Cruiser-1 CL TF both spend their remaining 15MPs of the naval movement step beginning to disembark the two Fr 2-8 Mtn IIIs 27CA and 5CA. Note however, that this vast armada of Allied TFs crammed into this tiny and remote Norwegian coastal island port above the Arctic circle cannot replenish here, as it is a minor port and not an Allied naval base.

The Br CA TF Cruiser-1 (carrying 1 mine point), after participating in the Danger Zones Chart die roll at the start of the naval movement step with the rest of the large combat naval group, then moves from all-sea hex 5C:1021 and spends 6 MPs to eventually enter the Bodo hex, at point city/minor port rough terrain road terminus hex 5C:1217, where it expends 5 MPs sowing its mine load off shore at sea in the coast hex. After that it sails to the minor port of Harstad, there joining the rest of the Allied combat naval group it has been voyaging with through the Norwegian Sea.

Ground Movement Sub-Phase

With the Allied loss of the rail marshaling yards at the major ports of Narvik and Oslo and the standard ports at Stavanger and Kristiansand, all of which are rail linked to the Scandinavian Rail Net, the Norwegians currently have a raw railcap of 4. However, last turn the Luftwaffe managed to achieve a rail marshaling yard air raid hit at the Bergen hex, which reduces the current Norwegian rail cap to 3. In addition, with the capture of the vital Norwegian rail hub at Oslo, the Norwegian rail net has effectively been cut into two separate subnets, each drawing its particular rail capability from the remaning Allied rail marshaling yards at Bergen and at Trondheim, each major ports linked by rail to the Scandinavian Rail Net. Thus, the way I’m currently playing the game, the Bergen rail subnet has a cap of 1 (due to the Bergen rail marshaling yard airstrike) and the Trondheim rail subnet has a cap of 2; which only complicates the Allied maneuver capabilities in Norway at this critical turn.

In the far north the 1-6 Mtn III 6/14SH at rough terrain coast road hex 5C:0911 moves one hex to stack with the *1-2-6 Inf III 6/15NH at mtn coast road junction hex 0910, where it assembles into the *2-3-6 Mtn X 6. This beefed up Norwegian mtn X is adjacent to Axis held Narvik.

A little to the south of Narvik, at mtn rail border hex 5C:1518, the 1-6 Inf III 16Tr admin moves northwards in the mud weather up the Norwegian coast road and ends its move at Bodo (5C:1217), stacked with the two recently disembarked 0-1-6 Ski IIs Var and Alta. But these three units must wait there until the next Allied initial phase before they convert to the *2-3-6 Ski X 7.

With a 50-50 chance of clear weather next turn in the C weather zone, the Allied player feels this turn he must maneuver his forces in the critical Oslo region of the Norwegian theater as if next turn the weather there will in fact be clear. He believes that now conservation of Norwegian ground units is more important than attempting to retain the territory just north of the capital. Not even the Norwegian factory at woods rail hex 3606 is especially important. The wargame clearly shows the Norwegian armed forces rapidly transitioning from being a part of the Norwegian national economy to becoming a part of the larger war economies of the Western Allies. Also, the looming prospect of clear weather compels him to now think of the three hitherto fractured and isolated regions centered around Oslo, Bergen, and Trondheim as one larger combined war zone region. Accordingly, it is decided that the Oslo zone is defensively untenable in clear weather and that all ground units in that zone must either fall back to the NNE and defend by blocking positions the two rail lines in eastern Norway leading ultimately NNW to Trondheim, or else begin falling back along the rail line running westwards to Bergen through the forested and mountainous terrain of the “keel of Scandinavia.”

One particular problem with this new Allied strategy, especially of “falling back to the NNE” of Oslo (10B:4007), is the presence of the two Ger wint 2-6 Inf IIIs F and G at woods rail hex 3907, NE of Oslo. This hex, along with the wooded rough hex just north of it at 3806, acts as a hindering barrier to Norwegian units in the Oslo zone, most all of which are to the west of this barrier, from retreating NNE in the mud weather to the vicinity of the two rail lines leading to Trondheim. No serious thought is given to attacking the German stack. More Norwegian ground units than what he desires will be forced to march into the Bergen cull de sac in order to survive. Moreover, if the weather is clear next turn, this transportation line is liable to be blocked at several points by swift moving Axis motorized units running up from southern Norway. At least two Nor inf IIIs at Bergen may have to come and guard these rail hexes at certain points in order that the retreating Norwegian units from the Oslo zone can perhaps safely make it to the Bergen hex. The Allied player even ponders sending Br naval units into the potentially dangerous and weakened Bergen hex in order to provide defensive NGS on the May I 40 Axis combat phase.

The following is a descriptive listing of the Allied wargame forces on the wargame maps and holding boxes at the end of the movement phase:

Mountain coast road junction hex 5C:0910 (next to Narvik):

  • Nor *2-3-6 Mtn X 6

Hartstad, at wooded rough terrain coast road hex 5C:0712, on the isle of Hinn:

  • CV CG A. Royal, carrying the Skua (C code) DF type air unit
  • CV CG Glorious, carrying the Sword 1 (VC code) A type air unit
  • CV CG Furious, carrying the S. Glad (C code) F type air unit
  • BB TF Rodney
  • BB TF Warspite
  • 2 x BC TFs Renown and Repulse
  • CA TF Cruiser-1
  • CL TF Cruiser-3, disembarking the Fr 2-8 Mtn III 27CA
  • Fr CL TF Cruiser-1, disembarking the Fr 2-8 Mtn III 5CA
    Note: all naval units are in the port of Harstad.

Bodo, at point city/minor port rough terrain coast road terminus hex 5C:1217:

  • 2 x Nor Ski IIs Var and Alta

Nor 16 Inf III 16Tr

  • 1 Allied mine point sown off shore “at sea”

Clear terrain coast rail hex 5C:2431, w/ a 1-cap permanent airstrip:

  • Br Whit 5 NB type air unit

Trondheim, at reference city/major port woods coast rail hex 5C:2432:

  • Nor 5th [Inf]Mtn XX HQ unit
  • Br 2-6 Inf X 146, recently disembarked
  • Br Well 1C NB type air unit
  • Br CL TF Cruiser-4, in the port

Rough terrain coast hex 5C:2333:

  • Nor intrinsic CD w/ a strength level of 3

Rough terrain coast hex 10B:2302:

  • Nor intrinsic CD w/ a strength of level 2
    Note: the two above intrinsic CDs guard the entrance into the Trondheim fjord.

All-sea hex 10B:1905:

  • Br Cruiser-4 CL TF, returning to the Orkney Islands holding box from Trondheim

Forest rail/road junction hex 10B:2901:

  • Nor 1-6 Mtn III 5/12ST, admin moved from Trondheim

Mtn rail hex 10B:2804:

  • Br 2-6 Inf X 148, admin moved from Trondheim

Forest rail hex 10B:3805:

  • Nor 1-6 Mtn III 5/14MT, railed in from Trondheim

Woods rail/road junction hex 10B:3603:

  • Nor 0-1-8 Cav II 3Tdl; railed in from 5C:2433, which is just south of Trondheim

Wooded rough rail hex 10B:3805:

  • Nor 1-6 Inf III 5/11Mo, regular moved two hexes from 3806

Woods rail hex 10B:4005:

  • Nor 1-6 Inf III 2/5 Ol; moved in from 4006, spent 4 MPs to demolish bridge it crossed

Roods rail hex 10B:3606:

  • Norwegian factory marker

Forest rail hex 10B:3608 (to Bergen):

  • Nor *2-3-6 Mtn X 3
  • Nor 2nd Inf XX HQ unit, reinf; both these units regular moved from wooded rough coast rail hex 3808, w/ a 1-cap permanent airstrip. The airstrip was not demolished.

Forest rail hex 10B:3310 (to Bergen):

  • Nor 0-1-8 Cav II 1Ak, admin moved from Honefoss (3808)
  • Nor 1-6 Inf III 2/6Vl, admin moved from 3809
  • Mtn rail hex 10B:3311 (to Bergen):
  • 1-6 Eng 1, reinf; admin moved from Honefoss

Rough terrain rail hex 10B:3312 (to Bergen):

  • Nor 1-6 Inf III 1/3Tm; regular moved from 10B:4008 to 4007, then railed to here

Mtn rail hex 10B:3312 (to Bergen):

  • Nor 1-6 Inf III 4/9Hl; admin moved from Bergen

Mtn rail hex 10B:3313 (to Bergen)

  • Nor 1-6 Inf III 3/8Rl, admin moved from Bergen

Bergen, at dot city/major port rough terrain coast rail terminus hex 10B:3606:

  • Nor *2-3-6 Mtn X 4
  • Br 3-6 Inf x 24G
  • Nor C.V A type air unit
  • Nor intrinsic CD with a strength level of 3

Woods coast hex 4109:

  • Nor intrinsic CD w/ a strength level of 5

Fredrikstad, at point city/minor port clear terrain coast rail hex 10B:4309:

  • Nor intrinsic CD w/ a strength level of 3

Note: The two above intrinsic CDs guard the approaches to Oslo along the shores of the Oslofjord.

Scotland holding box:

  • Br 2-6 Inf X 15, reinforcement
  • Br 0-6 Commando II IC/A
  • Br RM 0-1-4 Fort X RMFU
  • Orkney Islands holding box:
  • BB TF Valiant
  • Br CA TF Cruiser-2

Combat Phase

The Allied player conducts no ground attacks in his combat phase.

Exploitation Phase:

1st Naval Movement Step

The first thing the Allied player does in his naval movement sub-phase is announce a daylight strat bombing mission on the Axis held major port of Narvik (5C:1010) by the Br Whit 5 NB type air unit based at the 1-cap permanent airstrip at 5C:2431, just east of Trondheim, and the Br Well 1C NB type air unit based at the reference city airbase at Trondheim. The flak die rolls are high done by the LW 0-8 Lt AA II II/33 (AA=1) stacked with the 2-8 Mtn III B guarding the hex; but then the two NB type air units roll low on the Bombing Table, with their rather high factor strat bombing strengths halved for the mud weather: two misses. The two Br night bombers then return to their respective bases in the Trondheim zone.

In the port of Hartstad (5C:0712) the Br Cruiser-3 CL TF and the Fr Cruiser-1 CL TFs each spend 16 MPs to finish disembarking there the Fr 2-8 Mtn III 27CA and the Fr 2-8 Mtn III 5CA respectively, and then with the rest of the Allied combat naval group in the port raise anchors and sail out of the Norwegian minor port, bearing southwards. The combat naval group rolls a six on the Danger Zones Chart: no contact. After moving one sea hex the task force pauses at the island hex of Tjelde (5C:0812) and the Sea Gladiator air unit aboard the CV CG Furious flies the CAP mission over the Axis held Narvik hex. Perhaps miffed by all the enemy activity abounding around his Norwegian prize at Narvik, the Axis player counts out the hexes from Oslo to Narvik, evidently thinking of sending the Me 110C1 F type air unit there on a transfer mission to the Narvik hex to tangle with the S. Gladiator, until he realizes that Narvik’s reference city airbase is out of range of the Me 110 at Oslo. The large Allied combat naval group at Tjelde then continues south without the Sea Gladiator and ends the naval step at all-sea hex 5C:1021, five hexes ESE of Bodo. It is admittedly temping to the Allied player to send at least his Skua DF type FAA air unit on maybe an airbase or port tac bombing air mission against the Axis held Narvik hex, but the British aircraft carriers are on a specific naval combat mission this voyage, and can take no chances with the valuable DF type Skua against even a flak factor of 1 taking carnival show pot shots now; and so they sail past the enemy here in silence.

On the other hand, the crews of the Br BB TF Valiant and the Br CA TF Cruiser-2, after perhaps some serious prayer saying at the Navy Chapel at the Orkney Islands holding box and likely some somber letter writing to loved ones back home, leave the holding box and, first thing as they enter the SoS map at 10B:2433, roll a 12 on the Danger Zones Chart. The Cruiser-2 CA TF is randomly picked per Rule 34D2-Danger Zones; then the die roll on the “1” column of the Naval Combat Table is done and comes up 6: a hit. One step out the front door and already this naval combat group has encountered bad luck. Nevertheless the naval group expends 17 MPs sailing towards Norway to all-sea hex 10B:2119, where the Axis player asks the Br combat naval group to pause. Then the Allied player moves one more hex to all-sea hex 2218, where the Axis player tells the Allied player to stop his naval move.

The Axis player then announces sea patrol air missions per Rule 20G2i-Naval Patrol to the target hex from two airbases in Norway. First the He 111P1 B type air unit based at Oslo rolls for a contact attempt using the Success Table. The target hex is exactly at its 20 hex range limit. A +3modifier for calm sea conditions is canceled out by a -3 “for every 5 hexes…after the first 5 flown to the target hex.” The Axis player rolls a 1: failure. The He 111P1 B type returns to the Oslo airbase inoperative.

Next a single die roll on the Success Table is done for the two He 111H4 (S code) B type air units from the 3-cap permanent airfield (w/ 1 hit) at 10B:4415. The +3 for calm seas is offset by a -4 for the 22 hex flight distance to the target hex, for a factored -1 modifier overall. The Axis rolls a hot 6: the only number equating to a success. Now the two He 111H4 (S code) air units fly into the AA fire of the BB TF Valiant (AA=2), per Rule 32B-[Antiaircraft] Resolution. Both flack rolls by the Allied player are high: 2 misses. Finally the Axis player rolls two dice for each He 111H4 (S code) B type air unit attacking the Br Combat naval group, using the “1” column of the Bombing Table (w/ a +1 modifier for being S code) and comes up with a 2 and a 6, for 1 hit. Having committed in an earlier EA game report to using Optional Rule 44D-Optional Naval Mechanics in sea patrol attacks, a random picking of the naval group’s naval units allots the bombing hit to the Cruiser-2 CA TF. The two He 111H4 (S code) B type air units return inoperative to the 3-cap permanent airfield at coast hex 10B:3720, one hex from the reference city/standard port of Stavanger on the SW coast of Norway.

The Br combat naval group comprising the 6-pt BB TF Valiant and the 5-pt CA TF Cruiser-2 (2 hits) proceed onwards towards the Bergen hex, using night movement the last 5 MPs to avoid possible contact from the two He 111H4 B type air units assigned to the sea patrol mission based at the 3-cap permanent airfield at coast hex 10B:5014 in NE Denmark. Upon arriving at the Bergen dot city/major port the two Br TFs have so far expended 28 MPs. There, still at night movement, the two TFs spend their last 2 MPs of the naval movement step both replenishing their expended fuel (only) at this Allied naval base and also preparing to provide defensive NGS the next Axis combat phase. I currently don’t believe that the naval TFs can replenish their ammo prior to actually using it (eg., firing the big naval guns).

Meanwhile, the Br Cruiser-4 CL TF at 10B:1905 first rolls a 10 on the Danger Zones Chart: no contact, and then expends its 30 MP naval movement step allowance moving westwards to 10B:2432, almost at the western edge of the SoS map E10B(NW) and nearly at the Orkney Islands holding box entry hexes.

2nd Naval Movement Step

The Br Cruiser-4 CL TF at 10B:2432 spends 2 MPs to enter the Orkney Islands holding box and then spends 17 MPs to move off-map from the Orkney Islands holding box to the Scotland holding box. There it spends 11 MPs beginning to replenish its depleted fuel.

The big Allied combat naval group at 5C:1021 first rolls a 9 on the Danger Zones Chart: no contact. Then the Furious CV CG (now not carrying any FAA air units) along with the Br Cruiser-3 CL TF and the Fr Cruiser-1 CL TF 1 breaks off from the main Allied naval group and moves 30 MPs heading a WSW bearing and ends the naval movement step at 10B:2013, three hexes north of the Norwegian coast isle of Bremanger, at the great east bending angle of the southern Scandinavian peninsula. The rest of the large Allied combat naval group spends 24 MPs heading southwards to the reference city/major port of Trondheim, and there spends its last 6 MPs of the naval movement step replenishing its fuel at this Allied naval base.

At the dot city/major port of Bergen the BB TF Valiant and the CA TF Cruiser-2 (2 hits) both spend 3 MPs at night to continue replenishing their fuel at the naval base and also to continue preparing to provide defensive NGS the next Axis combat phase, for a subtotal of 5 MPs so far for each of these two labors. On their 4th MP of the current naval movement step, at the crack of dawn over the rugged Norwegian mountains, the Axis player announces a naval strike air mission against the Bergen target hex by the two Ju 88A1 (S code) B type air units based at the 3-cap permanent airfield at coast hex 10B:3720, in SW Norway, adjacent to Stavanger (10B:3619). Once again, the flack shooters aboard the BB TF Valiant (AA=2) miss their mark against the two Ju 88s. After the flack shot one of the two Ju 88A1s scores a hit on the Bombing Table, aided by the +1 modifier for being an S code air unit. A random drawing picks the CA TF Cruiser-2 to take the hit, and so now this Br CA TF has a tally of 3 hits, so far. After putting out the ship fires caused by the Luftwaffe air attack on the British warships in the Bergen harbor, the two Br TFs expend the rest of their naval movement step allowance finishing their fuel replenishment. They also both arrive at a subtotal of 32 MPs in their preparations to provide defensive NGS the next Axis combat phase.

3rd Naval Movement Step

The large Allied combat naval group at Trondheim spends 24 MPs to finish replenishing and then remains anchored at the port for the remainder of the naval movement step.

At the Allied naval base at the port of Bergen the BB TF Valiant and the CA TF Cruiser-2 (3 hits) spend their 30 MP naval movement step allowances continuing to prepare to provide NGS, jacking the preparation subtotal to 62.

The Allied combat naval group comprising the Furious CV CG and the Br CL TF Cruiser-3 and the Fr CL TF Cruiser-1 spend 23 MPs heading in a westward direction and enter the Orkney Islands holding box. There the Furious CV CG spends 7 MPs beginning to replenish its depleted fuel and the two Western Allied CL TFs spend 7 MPs moving off-map to the Scotland holding box. No contact was done by the Danger Zones Chart dice roll.

At the Scotland holding box the Br Cruiser-4 CL TF spends 19 MPs to complete its fuel replenishment and then remains anchored at the holding box’s port for the duration of the naval movement step.

4th Naval Movement Step

The Br CA TF Cruiser-1 naval units leaves the major port of Trondheim by itself and voyages northwards 30 MPs towards the Narvik zone, ending the naval movement step at all-sea hex 5C:0815, one hex SW of the craggy isle of Hinn. It rolls an 8 on the Danger Zones Chart. The rest of the large British combat naval group in the port of Trondheim stays put the entirety of the current naval movement step.

At the major port of Bergen the BB TF Valiant and the CA TF Cruiser-2 (3 hits) finish on the 28th MP their preparations for NGS the next Axis combat phase. They end the naval movement step idle at the port of Bergen.

At the Orkney Islands holding box the Furious CV CG (without any FAA air units on board) finishes replenishing its fuel and then lingers at the holding box. Here it is certainly awaiting to embark the carrier transportable Glad F type air unit reinf next Allied turn that appears at the holding box. Meanwhile, the Br CL TF Cruiser-3 and the Fr CL TF Cruiser-1 spend 10 MPs continuing to voyage off-map to the Scotland holding box. Upon their arrival at the holding box naval base they each expend their remaining 20 MPs of the naval movement step beginning to replenish their depleted fuel.

5th Naval Movement Step

At the Scotland holding box the Br CL TF Cruiser-3 and the Fr CL TF Cruiser-1 finish their fuel replenishment and remain at the holding box until the end of the naval movement sub-phase.

Far to the north, the Br CA TF Cruiser-1 at all-sea hex 5C:0815 rolls a 4: no contact, on the Danger Zones Chart and then expends 6 MPs sailing due east through Norwegian coast hexes to end its naval step movement at the Norwegian isle of Tjelde hex at 5C:0812. The purpose of this naval operation is to block the Axis naval-element supply line to the Axis held major port of Narvik (5C:1010), three hexes away, occupied by the Ger *2-8 Mtn III B and a LW 0-8 Lt AA II.

At Trondheim, the large British combat naval group leaves the safety of this Atlantic major port and voyages into the Norwegian Sea; it rolls a 9 on the Danger Zones Chart: no contact. Then it spends 17 MPs and ends its naval movement step move at all-sea hex 10B:1611, in the midst of the Norwegian Sea. This combat naval group is comprised of the following British naval units:

  • Rodney and Repulse BB TFs
  • Renown and Repulse BC TFs
  • Glorious CV CG carrying the Sword 1 (VC code) A type FAA air unit
  • Ark Royal CV CG carrying the Skua (C code) DF type FAA air unit.

Ground Movement Sub-Phase

There are no Allied motorized units on the Campaign for Norway scenario maps, and so it is mainly, though not entirely, Axis air units that move in the Allied exploitation phase.

The LW Ju 87R D type air unit at the Oslo airbase does a nonphasing transfer air mission to the reference city airbase at Stavanger (10B:3619) on the SW coast of Norway.

A Ju 52 T type air unit at an airbase in the Danish Protectorate (at Odense) does a nonphasing transfer air mission to the 3-cap (w/ 1 hit) permanent airfield at 10B:4415, on the southern Norwegian coastline. It is joined by the He 115B (SF type) air unit from the Northern Germany holding box.

At the end of the exploitation phase the Sea Glad (C code) F type FAA air unit flying the CAP air mission over the Narvik hex bases at the at start 1-cap permanent airstrip at Bardufoss (5C:0708) on the Norwegian mainland.

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